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CHIMERACyborg
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User Since
Mar 19 2014, 2:03 PM (242 w, 6 d)

Recent Activity

Oct 3 2018

CHIMERACyborg created T132978: "Land_Lighthouse_03_green_F" and "Land_Lighthouse_03_red_F" Door not animated.
Oct 3 2018, 12:37 PM · Arma 3

Sep 29 2018

CHIMERACyborg edited Steps To Reproduce on T132958: assignedTeam returns Nil if player remotecontrol another Unit.
Sep 29 2018, 3:05 PM · Arma 3
CHIMERACyborg created T132958: assignedTeam returns Nil if player remotecontrol another Unit.
Sep 29 2018, 3:04 PM · Arma 3

Sep 21 2018

CHIMERACyborg created T132759: AI will not cooperate when walking on position over water.
Sep 21 2018, 1:12 PM · Arma 3

Sep 19 2018

CHIMERACyborg created T132707: Taskstate feature request.
Sep 19 2018, 11:50 AM · Arma 3

Sep 13 2018

CHIMERACyborg added a comment to T124562: Falling through USS Freedom Deck in a specific spot + Jet DLC minor Issues.

Any solutions in this case from BI´s side?
Carrier is still a dangerous place for all kind of Vehicles, its rare, but it should not happen anyway!

Sep 13 2018, 10:45 AM · Arma 3

Sep 7 2018

CHIMERACyborg created T132165: AI spawn naked.
Sep 7 2018, 7:30 PM · Arma 3
CHIMERACyborg added a comment to T85234: Uniforms disappear or are only visible to one player.

grrrr also happens on spawned AI if they spawned on clients in dedicated environment.... i hate arma updates!

Sep 7 2018, 7:14 PM · Arma 3

Aug 26 2018

CHIMERACyborg created T131777: Arsenal Categorisation for typical usage.
Aug 26 2018, 12:00 PM · Arma 3

Aug 23 2018

CHIMERACyborg added a comment to T131597: collision "hopping" on USS Freedom.

Hi Wulf,

Aug 23 2018, 9:48 AM · Arma 3
CHIMERACyborg added a comment to T131585: AddAction conditionVariable "_target" is no valid output in so called loose turret seats..

Hi Wulf,

Aug 23 2018, 9:24 AM · Arma 3

Aug 22 2018

CHIMERACyborg created T131597: collision "hopping" on USS Freedom.
Aug 22 2018, 1:29 PM · Arma 3
CHIMERACyborg created T131585: AddAction conditionVariable "_target" is no valid output in so called loose turret seats..
Aug 22 2018, 1:25 PM · Arma 3
CHIMERACyborg created T131390: 'Land_AirconCondenser_01_F' is not listed in (entities "all").
Aug 22 2018, 11:57 AM · Arma 3

Oct 23 2017

CHIMERACyborg added a comment to T126974: setSimpleTaskTarget (modification required).

ok, in 5% its working?
i am not really understanding why.

Oct 23 2017, 11:32 PM · Arma 3

Oct 22 2017

CHIMERACyborg created T126974: setSimpleTaskTarget (modification required).
Oct 22 2017, 12:48 PM · Arma 3

Sep 12 2017

CHIMERACyborg added a comment to T126330: damage _vehicle dont calculate hitpointdamage.

äh... lol
if (damage _vehicle) is not effected by sethitpointdamage or does not return the true damage, then this is quite not ok!
there are two values to work with?

Sep 12 2017, 2:58 PM · Arma 3

Aug 5 2017

CHIMERACyborg created T126392: ropeEndPosition return false 3DPosition.
Aug 5 2017, 5:58 PM · Arma 3

Jul 31 2017

CHIMERACyborg added a comment to T126329: sethitpointdamage ["",0]; only 'repair' the first hitpoint with same hitpoint name..

not tested, but i am 99% sure that the problem belongs to every vehicle whitch have two identic hitpointnames.
"HitTurret" for example, only the mainturret is affected, because its the first "HitTurret" in the hitpointarray.
further the 'damage' command does not corrospond with the 'sethitpointdamage' command.
If you execute this:

Jul 31 2017, 12:44 AM · Arma 3

Jul 30 2017

CHIMERACyborg created T126330: damage _vehicle dont calculate hitpointdamage.
Jul 30 2017, 4:46 PM · Arma 3
CHIMERACyborg edited Additional Information on T126329: sethitpointdamage ["",0]; only 'repair' the first hitpoint with same hitpoint name..
Jul 30 2017, 11:54 AM · Arma 3
CHIMERACyborg created T126329: sethitpointdamage ["",0]; only 'repair' the first hitpoint with same hitpoint name..
Jul 30 2017, 11:52 AM · Arma 3

May 10 2016

CHIMERACyborg set Category to category:gameplay on T86411: Fixed: Spawning as seagull in MP when JIPed into a disableAI entity without respawn????.
May 10 2016, 1:05 PM · Arma 3
CHIMERACyborg set Category to category:edeneditor on T86390: MP preview Animation Bug.
May 10 2016, 1:05 PM · Arma 3
CHIMERACyborg added a comment to T86371: Head smoothing animation causes input lag with TrackIR.

check your key assignment for free view, in my config the printscreen key sneeked in??? dont know how...

May 10 2016, 1:04 PM · Arma 3
CHIMERACyborg edited Additional Information on T86356: lost groups being deleted.
May 10 2016, 1:04 PM · Arma 3
CHIMERACyborg set Category to category:featurerequest on T86068: performance of near player detection.
May 10 2016, 12:56 PM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T86008: malfunction in vehicle respawn module.
May 10 2016, 12:54 PM · Arma 3
CHIMERACyborg added a comment to T84948: lifeState never gets the "INCAPACITATED" state..

use (player getVariable "bis_revive_incapacitated") for now

May 10 2016, 12:21 PM · Arma 3
CHIMERACyborg added a comment to T84025: playableUnitsGroup.

close this please

May 10 2016, 11:55 AM · Arma 3
CHIMERACyborg set Category to category:featurerequest on T84025: playableUnitsGroup.
May 10 2016, 11:55 AM · Arma 3
CHIMERACyborg added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

But anyway, you can close this, because there is way to walkaround.

May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

the execution of selectLeader was successful when:

A - The new Leader is shown in everyones GUI?
or
B - All Machines know who is Leader?

it should be A, but it is B.

it is´nt difficult, is´nt it?

May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

in the mission this issue depends to, there was a plain with a players containing AI group in a dedicated environment.

The group should eject from a plain and the Groupleader is AI unit.
The pilot and the copilot are in a different Group!

Now every time the first Units began to jump out, the AI Commander ordered the Pilot to land, and the pilot will do so.

Only when the server executed a command "groupXy selectLeader (some players unit)" and this command is executed in this way:
[[_group,_unit],"selectLeader",true,true] call BIS_fnc_MP;
it was not necessary that the new leader was the first Jumper!

Maybe now its clear?

someting orders the Pilot to land, this happen because the leader is missing soldiers or the pilots are missing cargo. As long as there was one Unit in cargo with a locality which is neither locality of Server nor Group Owner and the selectLeader command is not executed on the client this unit is local, the pilot starts landing!

May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

hm...?
a group can be local on server even if leader of the group is a player?
i thought that groups are local where the leader is local?
and the "selectleader" command has to be executed where the new leader is local?

in case of Jip and in case that mission editor leader is AI, a client takes his info about leadership from the mission file. If troops leave a plane for example, the client or the server order the pilot to land and collect the lost "cargo". Even if leader is a player. Only a jip persistend execution of selectleader on all clients can prevent this behaviour!

remoteExec seams more powerful than BIS_fnc_MP. whats the exact difference?

May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

with solve dozens i mean the potential of this "AI_group_curator" module, if you call it that way.

btw. sorry for my bad English. :(

May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

for example:
select leader should be Argument Local, Effect Global, but this is not correct.

[[_group,_unit],"selectLeader",owner _unit,true] call BIS_fnc_MP;
all other client machines show the leader correct in GUI.

[[_group,_unit],"selectLeader",true,true] call BIS_fnc_MP;
all other client machines really know who is leader now.


group assigned taskmodules can only syncronized to JIP Players if there is a kind of "AI_group_curator" present on map.

I create my own curator unit.

mission.sqm:
class Item0
{
position[]={1166.734,4.3031454,674.03595};
offsetY=9000000;
id=141;
side="WEST";
vehicle="LOGIC";
leader=1;
skill=0.5;
text="Delta_Curator";
init="Delta = group this;this enablesimulation false;this disableAI ""TARGET"";this disableAI ""MOVE"";this disableAI ""AUTOTARGET"";this disableAI ""ANIM"";this disableAI ""FSM"";this disableAI ""AIMINGERROR"";this disableAI ""TEAMSWITCH"";this disableAI ""SUPPRESSION"";this disableAI ""PATHPLAN"";this disableAI ""THREAT_PATH"";this disableAI ""WAYPOINT_STOP"";this setName ["" "","" "","" ""];group this setGroupId [""Delta""];if (isServer) then {null = [this] execVM 'LeaderWatchDog.sqf';};";
syncId=47;
synchronizations[]={31,3,23,19,43,9};
};

the syncronized Objects are the task modules.
the "LeaderWatchDog.sqf" prevent the curator from being Leader and assign the leadership to the right player:
private ["_unit","_group","_highest","_ranks","_highestranks"];
if (!isServer) exitWith {};
_unit = _this select 0;
_group = group _unit;
_ranks = [];
_highestranks = [];
while {alive _unit} do {
waitUntil{sleep (floor random 2 + 1);count units _group > 1 || {_x in units _group} count [_unit] == 0};
waitUntil{sleep (floor random 2 + 1);{isPlayer _x}count units _group > 0 || {_x in units _group} count [_unit] == 0};
waitUntil{sleep (floor random 2 + 1);leader group _unit == _unit || {_x in units _group} count [_unit] == 0};
if ({_x in units _group} count [_unit] == 0) then {[_unit] joinsilent _group} else {

				for [{_i= 0},{_i <= (count units _group) - 1},{_i = _i + 1}] do {if (isPlayer (units _group select _i)) then {_ranks pushback (toUpper(rank (units _group select _i)))} else {_ranks pushback "KIUNIT"};};
															if (_ranks find "COLONEL" != -1) then {_highestranks pushback (_ranks find "COLONEL")};
															if (_ranks find "CAPTAIN" != -1) then {_highestranks pushback (_ranks find "CAPTAIN")};
															if (_ranks find "LIEUTENANT" != -1) then {_highestranks pushback (_ranks find "LIEUTENANT")};
															if (_ranks find "SERGEANT" != -1) then {_highestranks pushback (_ranks find "SERGEANT")};
															if (_ranks find "MAJOR" != -1) then {_highestranks pushback (_ranks find "MAJOR")};
															if (_ranks find "CORPORAL" != -1) then {_highestranks pushback (_ranks find "CORPORAL")};
															if (_ranks find "PRIVATE" != -1) then {_highestranks pushback (_ranks find "PRIVATE")};
															if (_ranks find "KIUNIT" != -1) then {_highestranks pushback (_ranks find "KIUNIT")};
															_highest = (units _group) select (_highestranks select 0);
															[[_group,_highest],"selectLeader",true,true] call BIS_fnc_MP;
															_group selectLeader _highest;
														  _ranks = [];
														  _highestranks = [];
														  sleep 1;
														  			};
										    };

This unit have a Voice,-have a icon,-is present in Leaders GUI and it have a 3d group indicator.
this "sideeffects" have to be removed. :)
and maybe a command like this: http://feedback.arma3.com/view.php?id=25658

May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg edited Additional Information on T83999: to solve dozens of your creapy MP syncronisation Problems.
May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg added a comment to T83998: task modules not syncronized to JIP Players.

there was a way to do this with syncronized Groups, but you need some kind of "curator" unit.
Feature request here : http://feedback.arma3.com/view.php?id=25632

May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg added a comment to T83998: task modules not syncronized to JIP Players.

Yea, but i have different Tasks for different Squads.
i tried to write the synced Objects in a Variable in Namespace and sync it on both sides with onplayerconnected.
No success at all.
Even when i place an AI Unit which holds the groupinfo and the syncronizations.
It seems that nothing works.

But the first player who jip on the dedicated Server, sees all tasks he have to see.

Only any further JIP´s fail in syncronizing the tasks.

So, if it works one time, it have to work every time!

Tasks only for side is no solution, and this is not what the modules are designed for, no matter was Mr.Moricky says.

ArmA becomes a 90% MP Game.... so its functions have to pay that bill.
Sorry, but we have to fix this...

May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg set Category to category:dedicatedserver on T83998: task modules not syncronized to JIP Players.
May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T83988: Game crashes when chat is used with non existing variable;.
May 10 2016, 11:54 AM · Arma 3
CHIMERACyborg set Category to category:featurerequest on T83928: working 'action ["lightOn/Off"... needed'.
May 10 2016, 11:52 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T83926: get in attached Vehicles.... and its "Side Effects".
May 10 2016, 11:52 AM · Arma 3
CHIMERACyborg added a comment to T83891: leaveVehicle and unassignVehicle are time critical..

obsolete, close this...
it depends on the AI group leader who have to jump at first!

May 10 2016, 11:51 AM · Arma 3
CHIMERACyborg edited Additional Information on T83891: leaveVehicle and unassignVehicle are time critical..
May 10 2016, 11:51 AM · Arma 3
CHIMERACyborg set Category to category:featurerequest on T83641: missioneventhandler "owner"?.
May 10 2016, 11:44 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T83619: Animals dont move whe owner is headless Client (it takes 5 minutes till they start move).
May 10 2016, 11:43 AM · Arma 3
CHIMERACyborg added a comment to T83591: EH "handleDamage" ((_this select 3) == (_this select 0)) returns true when driver present.

a temporary fix is to use the eventhandler "handleDamage" in this way:

_object addEventHandler ["HandleDamage", {
private ["_return"];
if ((_this select 3) == (_this select 0)) then {_return = (_this select 2)} else {
////
your code here
////
};_return}];

May 10 2016, 11:42 AM · Arma 3
CHIMERACyborg added a comment to T83591: EH "handleDamage" ((_this select 3) == (_this select 0)) returns true when driver present.

further the createUnit "ARRAY" has the following malfunction:
_grp = creategroup resistance;
_unit = _grp createUnit [_unittype,_pos, [], 0, "FORM"];

the side of the _unit is still it´s default side!
for what u need _grp in front of createUnit???

May 10 2016, 11:42 AM · Arma 3
CHIMERACyborg added a comment to T83591: EH "handleDamage" ((_this select 3) == (_this select 0)) returns true when driver present.

please delete the HCTEST.VR.pbo it is outdated

May 10 2016, 11:42 AM · Arma 3
CHIMERACyborg added a comment to T83591: EH "handleDamage" ((_this select 3) == (_this select 0)) returns true when driver present.

i have it :)

start a server.
start a headless Client (name player must be "HC")
optional start a headless Client (name player must be "HC1")
optional start a headless Client (name player must be "HC2")
play the HCTEST2.VR.pbo

HC : The Car Pops up left is an unarmed Civilian Offroader and crew is side resistance!!!

HC1: The Car Pops up middle is an unarmed Civilian Truck and crew is side civilian!!!

HC2: The Car Pops up right is an armed FIA Offroad and crew is side west!!!

shot at the car when driver is not present = damage source is side WEST.
shot at the car when driver is present = damage source is side driver car
shot at the car when driver dead but still present = damage source is side driver car

this have to be fixed immediately!

Error description is:

EH "handleDamage" (_this select 3) == (_this select 0)

May 10 2016, 11:42 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T83591: EH "handleDamage" ((_this select 3) == (_this select 0)) returns true when driver present.
May 10 2016, 11:42 AM · Arma 3
CHIMERACyborg set Category to category:featurerequest on T83572: Bargate center issiue.
May 10 2016, 11:41 AM · Arma 3
CHIMERACyborg added a comment to T83516: curiosity with marker management..

solved

I created markers with
_marker = createMarkerLocal [_markername,[_posX,_posY,0]];
instead of _marker = createMarkerLocal [_markername,[_posX,_posY]];
this markers will randomly fail completely.
dont ask me why they are neither deletable nor its possible to change their shape.

so use:
_marker = createMarkerLocal [_markername,[_posX,_posY]];
and not:
_marker = createMarkerLocal [_markername,[_posX,_posY,0]];

May 10 2016, 11:40 AM · Arma 3
CHIMERACyborg set Category to category:general on T83516: curiosity with marker management..
May 10 2016, 11:40 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T83473: Player locked in UAV Camera;.
May 10 2016, 11:38 AM · Arma 3
CHIMERACyborg added a comment to T81673: "150Rnd_762x51_Box" (legacy class for "150Rnd_762x54_Box") can not be loaded into Zafir.

what does that mean?
all Modders used the old classnames in their config.cpp have to patch their mods?
or will this be fixed with next update?
INFO Please!

Whats wrong with the DEV-Team?
First Rule is: "Never touch a defined class name!"

May 10 2016, 10:38 AM · Arma 3
CHIMERACyborg added a comment to T81310: Again and again the Old Bugs remain without Attention!.

hm?, this isn't really the right place, or maybe it is? The word with "s", which only describes not good tasting or bad smelling things, this word is no bad language, it simply makes a comparison!
I am from germany and here it's called "Scheiße". People in germany working hard and have no understanding for people who are crying all the time because they were criticised hash. "Do not talk to me this way" :( "If you talk to me this way i have to ban you!". Thats kids like behaviour. :)
If you dont have a "darwinistic ass kicking boss", let me say: "sometimes it's better to have one. It makes you harder, better and faster".
What do you think? Why german produkts are as good as they are? Because we are crying the whole day? I dont think so. ;)

May 10 2016, 10:26 AM · Arma 3
CHIMERACyborg added a comment to T81310: Again and again the Old Bugs remain without Attention!.

Thanks for this Ticket!
If Arma 4 is not 64bit and still based on OFP, i am out!
Supporting and buying boiled shit is not my favorite waste of time!
cheers Cyborg

May 10 2016, 10:26 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T81287: still not solved Bugs with VA.
May 10 2016, 10:26 AM · Arma 3
CHIMERACyborg set Category to category:multiplayer on T81253: Problem on Modservers with more than ten players.
May 10 2016, 10:24 AM · Arma 3
CHIMERACyborg added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

No, you have to understand, that BI does not check their code. The community is "used" for this. We are "used" for this.
This, and some other serious problems existing since Arma2 or OPF. And it is not my duty to save developer jobs or search an error and sniffing to it´s roots.
To find out, why something is´nt work, is BI job. And the code is not "badly written", it only work in two diffrent ways, but it should not.

what do you think is the difference of a (_vehicle land "land") executed on server and dedicated server?

It's BI job to find or explain this behaviour.
The magic words are "backwards compatibility" and "went bad".
All i see, are workarounds...Task Framework? remoteEcec? double and tripple versions of commands, doing the same? Crazy known sound bugs which survive since 1.24....

If i would work for this company, a frosty wind were blowing, that's sure.

May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

LOL...
A server side executed code, which contains only commands, that belongs to units, which are local on the server. This has two different behaviours depending on server environment. And you say, you can´t understand the problem?
What should this express to me?

May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

Find the Error:
The following code is executet on Server only!
It works fine on client hosted Server!
It fails on dedicated Server.

the addVehicle command must contain something like "if (isDedicated)..."
The waypointcondition "{_x in (crew T3)} count units _grp == count units _grp" is totally ignored!

what is this? Somekind of VBS copy protection or a bad joke?
To create a Helicopter-Extraktion for AI Units under enemy fire in dedicated Server environment, is a horrible nightmare!

check the code of the following commands:
addVehicle,leaveVehicle,assignAsCargo,assignAsDriver,assignAsGunner,assignAsCommander,unassignVehicle,setWayPointStatements... etc. for (isDedicated) or similar stuff.
There must be some bad ass code!

T3 is a Transport chopper; (flying)
T4 is a Combat chopper; (flying)
Hos1 and Hos2 are hostages;
EP is an invisible Helipad


if (isServer) then {

		null = [] spawn {
		private["_grHos","_grT3","_grT4","_WP0","_WP1","_DT3","_DT4","_GT4"];
		_DT3 = driver T3;
		_DT4 = driver T4;
		_GT4 = gunner T4;
		_grT3 = group _DT3;
		_grT4 = group _DT4;
		_DT3 allowFleeing 0;
        _DT3 disableAI "THREAT_PATH";
        _DT3 disableAI "PATHPLAN";
        _DT3 disableAI "AUTOTARGET";
        _DT3 disableAI "TARGET";
        _DT4 allowFleeing 0;
        _DT4 disableAI "THREAT_PATH";
        _DT4 disableAI "PATHPLAN";
        _DT4 disableAI "WAYPOINT_STOP";
		_WP1 = _grT4 addWaypoint [T3,0];
        _WP1 setWaypointType "MOVE";
        _WP1 setWaypointSpeed "FULL";
        _WP1 setWaypointBehaviour "COMBAT";
        _grHos = createGroup west;
        {if (!isNull _x || !alive _x) then {[_x] joinsilent _grHos}} forEach [Hos1,Hos2];
        Hostages = _grHos;
        _WP0 = _grHos addWaypoint [EP,0];
        _WP0 setWaypointType "MOVE";
        _WP0 setWaypointBehaviour "CARELESS";
        _WP0 setWaypointSpeed "LMITED";
        _WP1 = _grHos addWaypoint [EP,1];
        _WP1 setWaypointType "GETIN";
        _WP1 setWaypointBehaviour "CARELESS";
        _WP1 setWaypointSpeed "LMITED";
        {deleteWaypoint _x} forEach waypoints _grT3;
        {deleteWaypoint _x} forEach waypoints _grT3;
        _WP0 = _grT3 addWaypoint [[2114,1941,20],0];
        _WP0 setWPPos [2114,1941,20];
        _WP0 setWaypointType "MOVE";
        _WP0 setWaypointSpeed "NORMAL";
        _WP0 setWaypointBehaviour "COMBAT";
        _WP0 setWaypointCombatMode "RED";
        _WP0 setWaypointCompletionRadius 200;
        _WP0 setWaypointStatements ["true","{_x assignAsCargo T3} forEach [Hos1,Hos2];[Hos1,Hos2] orderGetIn true;Hostages addVehicle T3;"];
        _WP1 = _grT3 addWaypoint [EP,1];
        _WP1 setWaypointType "LOAD";
        _WP1 setWaypointSpeed "LIMITED";
        _WP1 setWaypointBehaviour "SAVE";
        _WP1 setWaypointCombatMode "GREEN";
        _WP1 setWaypointCompletionRadius 10;
        _WP1 setWaypointStatements ["true",""];
        [_grT3, 1] synchronizeWaypoint [[_grHos, 1]];
        [_grHos, 1] synchronizeWaypoint [[_grT3, 1]];
        _WP0 = _grT3 addWaypoint [[0,0,20],2];
        _WP0 setWPPos [0,0,20];
        _WP0 setWaypointType "MOVE";
        _WP0 setWaypointSpeed "FULL";
        _WP0 setWaypointBehaviour "SAVE";
        _WP0 setWaypointCompletionRadius 200;
        _WP0 setWaypointStatements ["{_x in (crew T3)} count [Hos1,Hos2] == count [Hos1,Hos2]","HostSave = true;{deleteVehicle _x} forEach ((crew T3) + [T3])"];
        while {alive T4} do {
        		sleep 10;
                {deleteWaypoint _x} forEach waypoints _grT4;
                {deleteWaypoint _x} forEach waypoints _grT4;
                _WP0 = _grT4 addWaypoint [T3,0];
                _WP0 setWaypointType "MOVE";
                _WP0 setWaypointSpeed "FULL";
                _WP0 setWaypointBehaviour "COMBAT";
                _WP0 setWaypointCombatMode "RED";
                if ({_x in (crew T3)} count units _grHos == count units _grHos) exitWith {
                		_DT4 disableAI "AUTOTARGET";
        				_DT4 disableAI "TARGET";
                        {deleteWaypoint _x} forEach waypoints _grT4;
                        {deleteWaypoint _x} forEach waypoints _grT4;
                        _WP0 = _grT4 addWaypoint [[1614,936,80],0];
                        _WP0 setWPPos [1614,936,80];
                        _WP0 setWaypointType "MOVE";
                        _WP0 setWaypointCombatMode "BLUE";
                        _WP0 setWaypointSpeed "FULL";
                        _WP0 setWaypointCompletionRadius 200;
                        _WP1 = _grT4 addWaypoint [[0,0,80],1];
                        _WP1 setWPPos [0,0,80];
                        _WP1 setWaypointType "MOVE";
                        _WP1 setWaypointCombatMode "BLUE";
                        _WP1 setWaypointSpeed "FULL";
                        _WP1 setWaypointCompletionRadius 200;
                        _WP1 setWaypointStatements ["true","{deleteVehicle _x} forEach ((crew T4) + [T4])"];
                        };
                    };
                };
            };

Good luck

May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

need more Info??

Hey, i am not working for BI. Thats an very old Problem! You have Arma3 installed on your PC? What information you need? I am not here to solve your problems.

maybe you begin with F2k Sels´s Note:
"Came across this today, units eject but the chopper stops and won't follow waypoints.

Only when I use both unassignvehicle and a setpos on the ejecting units will the chopper move on to the next waypoint."

That's info enough?
Now it should be clear why the wage is so low, right?
Dont worry ;)

May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

there was a specific problem if units of different groups assigned to the same Vehicle at first.
if a unit is "moveinCargo"´ed it seems that the unit is assigned to the vehicle?
check?
if the unit is "moveout"´ed this binding will not be removed.
check?
further the action "eject" does nothing else than a moveout?
check?
why the helo pilot is waiting for units which are assigned to his helo, if this units where´nt assigned to his helo? btw... it is not possible to unassign them.
check?
I can´t check the damn source code of commands...so i need your help and not you need my help???
check?
... confused ... ?)

May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....
May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T80544: createGroup is not only global!.
May 10 2016, 9:56 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T79944: transport support is not working correct in multiplayer environment..
May 10 2016, 9:37 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T79884: multiple selected Objects are crunshed together if you try to move them..
May 10 2016, 9:36 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T79338: Virtual Arsenal weapon or item restrictions not functional (Virtual Ammobox)..
May 10 2016, 9:17 AM · Arma 3
CHIMERACyborg added a comment to T78878: enableSimulation false makes Object invisible on old Arma2 Maps..

closed

May 10 2016, 9:03 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T78878: enableSimulation false makes Object invisible on old Arma2 Maps..
May 10 2016, 9:03 AM · Arma 3
CHIMERACyborg added a comment to T76804: wp waypointAttachObject objectId is not working.

i can confirm the problem. and.....
after a closer look :)

for "_i" from 1 to 5 do {
_wpBInfo = _wpArray select (floor(random 4)); [[13425,2,debb6400# 202594: house_k_1_ep1.p3d],[ID,buildingposIndex,Object],...
_hausID = _wpBInfo select 0;
_wpBPos = _wpBInfo select 1;
_haus = _wpBInfo select 2;
_wp =_grp addWaypoint [(_haus buildingPos _wpBPos),_i];
_wp setWPPos (_haus buildingPos _wpBPos);
this is the essence!!!
_wp waypointAttachObject _hausID; try both
_wp waypointAttachObject ((_haus buildingPos _wpBPos) nearestObject (typeOf _haus));
last works first time for me.
_wp setWaypointHousePosition _wpBPos;
//_wp setWaypointCompletionRadius 3;
_wp setWaypointSpeed "LIMITED";
if (_i == TAC_Waypoints_group) then {

		_wp setwaypointtype "CYCLE";
				} else {
		_wp setWaypointType "MOVE";
					     };
			};

So the waypoints are (ZeusView) in center of the house, but the unit moves to the defined building position.

I am Happy now... ;)

May 10 2016, 8:10 AM · Arma 3
CHIMERACyborg added a comment to T74819: [EventHandler] make "HandleDamage" giving the correct selection which have been hit (like "HitPart").

confirmed! Source (_this select 3) is returned as (driver (vehicle (_this select 0)))
really badass -_-

May 10 2016, 7:20 AM · Arma 3
CHIMERACyborg added a comment to T73657: addUniform is NOT Global.

my statements relate only to the non-developer version. I think Japapatramtara will have no problems to check whether it works or not.

make a mission place two Opfor O_Soldier_F. (named "one" and "two")
three playable civilians. Host/Client/Client
start a server let clients join and open devcon.

type: ^one adduniform "U_I_CombatUniform_tshirt"^ (without^)
look what happen (local/global/Server).
type: ^removeuniform two; two adduniform "U_I_CombatUniform_tshirt"^
look what happen (local/global/Server).

restart mission

type: ^{if ((_x isKindOf "O_Soldier_F") AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {_uni = 0;while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {removeUniform _x;_x addUniform "U_I_CombatUniform_tshirt";if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};};} forEach allunits;^

look what happen (local/global/Server).

if everything is fine, you will see it ;)

cheers Cyborg

PS: restart mission each time you test (local/global/server) and make sure every client and server was in Game and not at desktop with minimized Arma!!

Arma3 will not execute scripts or triggers when it is minimized....(thats a problem... some of my friends for ex. hate long flights and spend their time at Youtube during the journey. I told them to turn off electronical devices, but...^^ lol

or test JIP here:

http://feedback.arma3.com/file_download.php?file_id=8337&type=bug

try locked or unlocked Uniforms and let the last client JIP.

May 10 2016, 6:48 AM · Arma 3
CHIMERACyborg added a comment to T73657: addUniform is NOT Global.

Maybe you missunderstood me.
I did not say addUniform was only local.
It works fine ;)
It doesn´t work with faction locked Uniforms, and thats not the same!
On the client PC where it is executed, it will overwrite the restriction.
On other client PC´s the restriction is blocking the execution of adduniform.

thats what i am saying.

Cheers Cyborg

May 10 2016, 6:48 AM · Arma 3
CHIMERACyborg added a comment to T73657: addUniform is NOT Global.

OOOOkay ;)
I am absolutly sure now.
This bug has nothing to do with addUniform!
it only occurs when Player wear restricted Uniforms!
And it happen when another Player Join in.
There is another special effect with headgears but thats not a bug, thats a feature^^

No problem with non restricted Vanilla Uniforms!
Only tested for Blufor.

Cheers
Cyborg

..........OMG....!?!

the restriction is LOCAL! When addUniform overwrite the (please dont wear this)the player wears clothes, he should not wear.
Thats ok on his PC... but the addUniform can not overwrite the (please dont wear this) on other client PC´s.

The Server (Host Pc Player) will be reseted to the default Unit Uniform, and not to Underwear?! Why that.... grrr

ideas?

Come on , this must be solvable.

May 10 2016, 6:48 AM · Arma 3
CHIMERACyborg added a comment to T73657: addUniform is NOT Global.

The addUniform or removeUniform has been never executet by a trigger or a script.
The restricted Uniforms change to underwear and the allowed Uniforms change into default.

onPlayerconnect start script on server.This is filtering the clientid for the Jiped Player and send two Variables (V) to him. Now a repeatable trigger with:

cond:
!(isServer)&&(V1 == 1)

onAct:
V1=0;removeGoggles V2;removeallweapons V2;removeAllItemsWithMagazines V2;removeBackpack V2;removeHeadgear V2;V2 addheadgear "H_Beret_grn";V2 unassignItem "NVGoggles";V2 removeItem "NVGoggles";V2 addweapon "Rangefinder";V2 assignitem "Rangefinder";

onDeact:
nothing

that happen:

http://feedback.arma3.com/file_download.php?file_id=8264&type=bug

Cheers
Cyborg

PS: we dont forget that ;)

May 10 2016, 6:48 AM · Arma 3
CHIMERACyborg added a comment to T73657: addUniform is NOT Global.

This helps and no enemy was wearing Underwear,
but it works only when it runs more then 3 rounds on each Client and server!!

It looks like there was an Errorlogentry for each enemy unit???
Testet in MP; "adduniform" to Players and AI!!

RUNS ON EVERY MACHINE!!!

~ 30 spawned OPFOR Soldiers + 3 OPFOR Human Player

Script Runtime 18sec from hint to hint!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

private ["_uni","_end","_num"];
_uni = 0;
_end = 0;
_num = 0;
pubcust = 1;
publicvariable "pubcust";
sleep 6;
Hint "start";
//sleep 20;
waitUntil{pubcust == 1};
while {pubcust == 1} do
{

Schütze,Teamleader,Truppführer "O_Soldier_SL_F" und "O_Soldier_TL_F"
{if ((( _x isKindOf "O_Soldier_SL_F" ) OR ( _x isKindOf "O_recon_F" ) OR ( _x isKindOf "O_crew_F" ) OR ( _x isKindOf "O_Soldier_TL_F" ) OR (_x isKindOf "O_Soldier_F") OR ( _x isKindOf "O_recon_TL_F" ) OR ( _x isKindOf "O_soldierU_F" ) OR ( _x isKindOf "O_soldierU_TL_F" ) OR ( _x isKindOf "O_SoldierU_SL_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Automatik-Schütze "O_Soldier_AR_F"
{if ((( _x isKindOf "O_Soldier_AR_F" ) OR ( _x isKindOf "O_Soldier_lite_F" )OR ( _x isKindOf "O_soldierU_AR_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Zweiter - Automatik-Schütze "O_Soldier_AAR_F"
{if ((( _x isKindOf "O_Soldier_AAR_F" ) OR ( _x isKindOf "O_Soldier_A_F" ) OR ( _x isKindOf "O_Soldier_AAT_F" ) OR ( _x isKindOf "O_soldierU_AAR_F" ) OR ( _x isKindOf "O_soldierU_AAT_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Sanitäter "O_medic_F"
{if ((( _x isKindOf "O_medic_F" ) OR ( _x isKindOf "O_recon_medic_F" ) OR ( _x isKindOf "O_soldierU_medic_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Marksman or Sniper "O_spotter_F" and "O_sniper_F"
{if ((( _x isKindOf "O_spotter_F" ) OR ( _x isKindOf "O_sniper_F" ) OR ( _x isKindOf "O_soldier_M_F" ) OR ( _x isKindOf "O_recon_M_F" ) OR ( _x isKindOf "O_soldierU_A_F" ) OR ( _x isKindOf "O_soldierU_M_F" )) AND NOT (uniform _x == "U_I_CombatUniform_shortsleeve")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_shortsleeve")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_shortsleeve";
if (uniform _x == "U_I_CombatUniform_shortsleeve") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Grenadier "O_Soldier_GL_F"
{if ((( _x isKindOf "O_Soldier_GL_F" ) OR ( _x isKindOf "O_recon_LAT_F" ) OR ( _x isKindOf "O_soldierU_LAT_F" ) OR ( _x isKindOf "O_SoldierU_GL_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

AT Schütze "O_Soldier_LAT_F" und "O_Soldier_AT_F"
{if ((( _x isKindOf "O_Soldier_LAT_F" ) OR ( _x isKindOf "O_Soldier_AT_F" ) OR ( _x isKindOf "O_soldierU_AT_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

AA Schütze "O_Soldier_AA_F"
{if ((( _x isKindOf "O_Soldier_AA_F" ) OR ( _x isKindOf "O_Soldier_AAA_F" ) OR ( _x isKindOf "O_soldierU_AA_F" ) OR ( _x isKindOf "O_soldierU_AAA_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Repair and Explosive
{if ((( _x isKindOf "O_soldier_repair_F" ) OR ( _x isKindOf "O_soldier_exp_F" ) OR (_x isKindOf "O_engineer_F") OR ( _x isKindOf "O_recon_exp_F" ) OR ( _x isKindOf "O_soldierU_exp_F" ) OR ( _x isKindOf "O_soldierU_repair_F" ) OR ( _x isKindOf "O_engineer_U_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Piloten und Crew
{if ((( _x isKindOf "O_Pilot_F" ) OR ( _x isKindOf "O_helicrew_F" ) OR ( _x isKindOf "O_helipilot_F" )) AND NOT (uniform _x == "U_I_HeliPilotCoveralls")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_HeliPilotCoveralls")) then {
removeUniform _x;
_x addUniform "U_I_HeliPilotCoveralls";
if (uniform _x == "U_I_HeliPilotCoveralls") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Mörser und MG Teams
{if ((( _x isKindOf "O_support_AMort_F" ) OR ( _x isKindOf "O_support_AMG_F" ) OR ( _x isKindOf "O_support_MG_F" ) OR ( _x isKindOf "O_support_GMG_F" ) OR ( _x isKindOf "O_support_Mort_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
_x addUniform "U_I_CombatUniform_tshirt";
if (uniform _x == "U_I_CombatUniform_tshirt") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Offiziere
{if (( _x isKindOf "O_officer_F" ) AND NOT (uniform _x == "U_I_OfficerUniform")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_I_OfficerUniform")) then {
removeUniform _x;
_x addUniform "U_I_OfficerUniform";
if (uniform _x == "U_I_OfficerUniform") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

Specialists
{if ((( _x isKindOf "O_recon_JTAC_F" ) OR ( _x isKindOf "O_soldier_PG_F" ) OR (_x isKindOf "O_soldier_UAV_F")) AND NOT (uniform _x == "U_OG_Guerilla1_1")) then {
_uni = 0;
if (isServer) then {removeUniform _x};
while {_uni == 0} do {if (!(uniform _x == "U_OG_Guerilla1_1")) then {
removeUniform _x;
_x addUniform "U_OG_Guerilla1_1";
if (uniform _x == "U_OG_Guerilla1_1") then {_uni = 1};};};
};} forEach allunits;
_num = _num + 1;

if (_num > 48) then {Hint "Fertig";pubcust = 0;};
sleep 5;
};

Hint "Fertig";
exit;

Logfile entry for this activity:
Server: Object 3:879 not found (message 110)
Server: Object 3:878 not found (message 110)
Server: Object 3:883 not found (message 110)
Server: Object 3:880 not found (message 110)
Server: Object 3:881 not found (message 110)
Server: Object 3:882 not found (message 110)
Server: Object 3:884 not found (message 110)
Server: Object 3:885 not found (message 110)
Server: Object 3:886 not found (message 110)
Server: Object 3:889 not found (message 85)
Server: Object 3:890 not found (message 110)
Server: Object 3:888 not found (message 85)
Server: Object 3:894 not found (message 110)
Server: Object 3:895 not found (message 85)
Server: Object 3:893 not found (message 85)
Server: Object 3:887 not found (message 110)
Server: Object 3:892 not found (message 85)
Server: Object 3:891 not found (message 110)
Server: Object 3:899 not found (message 85)
Server: Object 3:898 not found (message 85)
Server: Object 3:897 not found (message 85)
Server: Object 3:896 not found (message 85)
Server: Object 3:900 not found (message 110)
Server: Object 3:901 not found (message 85)
Error: Object(3 : 895) not found
Error: Object(3 : 899) not found
Error: Object(3 : 898) not found
Error: Object(3 : 897) not found
Error: Object(3 : 901) not found
Server: Object 3:888 not found (message 110)
Server: Object 3:920 not found (message 110)
Server: Object 3:910 not found (message 85)
Server: Object 3:911 not found (message 110)
Server: Object 3:912 not found (message 110)
Server: Object 3:913 not found (message 110)
Server: Object 3:914 not found (message 110)
Server: Object 3:915 not found (message 110)
Server: Object 3:916 not found (message 110)
Server: Object 3:917 not found (message 110)
Server: Object 3:918 not found (message 110)
Server: Object 3:919 not found (message 110)
Server: Object 3:921 not found (message 110)
Server: Object 3:909 not found (message 110)
Server: Object 3:924 not found (message 85)
Server: Object 3:927 not found (message 85)
Server: Object 3:923 not found (message 85)
Server: Object 3:922 not found (message 110)
Server: Object 3:926 not found (message 110)
Server: Object 3:925 not found (message 110)
Server: Object 3:930 not found (message 85)
Server: Object 3:929 not found (message 110)
Server: Object 3:928 not found (message 110)
Server: Object 3:931 not found (message 110)
Error: Object(3 : 924) not found
Error: Object(3 : 923) not found
Error: Object(3 : 927) not found
Error: Object(3 : 930) not found
Ref to nonnetwork object Agent 0x7b792040
Ref to nonnetwork object Agent 0x7b792040

The Global exec. of "adduniform" without "removeuniform" first, removes the uniform as well. When you execute it twice, it will add the uniform on all clients.

the twice issue maybe?
1 Player = 2 exec./ 2 Player = 4 exec./...6/8/10...

there is no 1/3/5/7...possible exept Server lose one (in the logfile)???

Hope i could help...

May 10 2016, 6:48 AM · Arma 3
CHIMERACyborg added a comment to T73657: addUniform is NOT Global.

_pos = position _unit;
_unit attachto [_wardrobe,[0,0,1]];
_wardrobe enableSimulationGlobal false;
_unit addUniform "U_I_CombatUniform_tshirt";
_wardrobe enableSimulationGlobal true;
sleep 1;
detach _unit;
_unit setpos _pos;

can anyone confirm that this works? I can´t test it MP at the Moment, but it seems to do what it should do...

May 10 2016, 6:48 AM · Arma 3
CHIMERACyborg added a comment to T73657: addUniform is NOT Global.

its a network lottery and the winner is ?? NAKED! ...Oops ;)

There are several ways leading to Rome...
First is, to realize a "closing Container syncronize" [every add or remove will open the container, but only the CargoGlobal command will publish it]!
Second way is, no Container slot can be filled, when it´s not empty [remove allways local!]

It can not work when remove and add are global both! a Global remove makes no sense either! a container which is empty, is empty!
You try to predefine container loadouts, then you have recognized that you need a removeGlobal...LOL

A glas of water, is, when it is half filled with water, a halffull glas of water. But you can´t buy halffull glasses of water. XD

May 10 2016, 6:48 AM · Arma 3
CHIMERACyborg added a comment to T67566: Rpt is spammed by Unexpected control type.

a third party addon fix is no solution, is it fixed in dev-branch?
Version 1.4
control[CA_ServerDetailExpansion]: Unexpected control type [0]

please fix it!

May 10 2016, 3:25 AM · Arma 3