Page MenuHomeFeedback Tracker

ImperialAlex
User

Projects

User does not belong to any projects.

User Details

User Since
Apr 13 2014, 1:35 PM (283 w, 4 d)

Recent Activity

Nov 3 2017

ImperialAlex added a comment to T82996: Config property 'magazineGroup' has no effect..

@dedmen That's awesome!! Now let's hope BI gets around to this at some point :)

Nov 3 2017, 9:19 AM · Arma 3

Dec 5 2016

ImperialAlex created T121849: Dynamic Simulation: Add unit-level toggle to make AI unit have player-style wake up properties.
Dec 5 2016, 4:52 PM · Arma 3

Jun 14 2016

ImperialAlex created T117876: Have skillAI/precsionAI = -1; result in a linear 1:1 transformation of (sub)skill values.
Jun 14 2016, 8:33 PM · Arma 3

Jun 13 2016

ImperialAlex added a comment to T117528: Feature Request: suppressive fire -command against player.

While it's probably difficult to get right it would be so worth it.

Jun 13 2016, 5:28 PM · Arma 3

Jun 1 2016

ImperialAlex added a comment to T117008: Eden Editor UI too big.

Duplicate of T116697

Jun 1 2016, 12:42 PM · Arma 3
ImperialAlex added a comment to T116793: ['AmmoboxInit',[_this,true]] spawn BIS_fnc_arsenal creates a warning message.

This is caused by two things:

Jun 1 2016, 10:56 AM · Arma 3
ImperialAlex added a comment to T116802: Arsenal Scopes Sorting Issue.

I currently can't test this (no Arma-capable PC around) but I think this isn't Arsenal specific but instead happens with any sorted listbox. https://community.bistudio.com/wiki/lbSort just says it's "alphabetical" but doesn't specify the exact sort order so it might well do numbers before '<'

Jun 1 2016, 10:39 AM · Arma 3
ImperialAlex added a comment to T116988: Eden Editor Interface Size.

Duplicate of T116697

Jun 1 2016, 10:34 AM · Arma 3
ImperialAlex added a comment to T116899: Eden Editor - Interface too big.

Duplicate of T116697

Jun 1 2016, 10:33 AM · Arma 3
ImperialAlex added a comment to T116697: GUI scaling in the EDEN editor.

John and R3vo are on the right track here, imho: Eden GUI scale should be its own setting :)

Jun 1 2016, 10:29 AM · Arma 3

May 31 2016

ImperialAlex added a comment to T116899: Eden Editor - Interface too big.
May 31 2016, 8:00 PM · Arma 3

May 10 2016

ImperialAlex edited Steps To Reproduce on T82996: Config property 'magazineGroup' has no effect..
May 10 2016, 11:22 AM · Arma 3
ImperialAlex added a comment to T80358: Add/Alter script command to add perfectly configured weapons to cargo.

I would like to see this functionality in game, too :)

May 10 2016, 9:50 AM · Arma 3
ImperialAlex added a comment to T80200: createDialog doesn't play nice with subclass inheritance.

Reproduced :(
Also, still present in 1.36 :(

May 10 2016, 9:46 AM · Arma 3
ImperialAlex updated subscribers of T80047: No commands to add a weapon to cargo with custom attachments.

I've come across this while attempting (and failing) to do the same work-around.
A command like this would greatly benefit not just "persistent" game styles but it'd also allow @Moricky to fix the Arsenal bug that weapons in backpacks loose their attachments when loading/importing a loadout.

May 10 2016, 9:41 AM · Arma 3
ImperialAlex added a comment to T79801: Unexpected behavior of += array in configs.

@commy2

Thanks for the explanation. Could you give an example usage (with Throw)?
I'm still trying to get my head around this operator (out of mere interest as it seems a fairly niche thing).

Slightly off-topic: Is there already a feature-request to turn += into a more general tool that *could* handle things like adding a custom silencer to the MX's compatibleItems[]?

May 10 2016, 9:33 AM · Arma 3
ImperialAlex added a comment to T79801: Unexpected behavior of += array in configs.

When you say "not meant to work with inherited classes" does that also include inheritance inside a single config file?
I.e. what will the following produce (single config file only):
config1:
class A {
property[] = [a,b];
};
class B: A {
property[] += [c];
};

May 10 2016, 9:33 AM · Arma 3
ImperialAlex added a comment to T79513: Command unavailable to transfer current weapon *with custom attachments* to backpack.

I've run across this while working on a loadout saving script.
This is a really weird limitation. Maybe the current updates to attachments that are being done on DEV branch will introduce something for this as well?

EDIT: Would http://feedback.arma3.com/view.php?id=22000 work for your requirements?

May 10 2016, 9:24 AM · Arma 3
ImperialAlex added a comment to T79336: Unable to load saved loadouts from Virtual Arsenal when all required components are present.

You're half-right, Drakeziel.
It is true that 'pre-made composite' weapons are, by definition, weapons with classnames different from their base weapon. E.g. arifle_MX_pointer_F

However no weapon ever changes classname when you attach /detach something to it. Arma3 can happily have an arifle_MX_pointer_F gun and attach a flashlight/silencer/nothing/etc to it.
Also, taking a base weapon (arifle_MX_F) and adding a laserpointer does not turn it into an arifle_MX_pointer_F.

All this issue comes down to is that bis_fnc_arsenal calls bis_fnc_baseWeapon at a time where it shouldn't.

If you had read the comments above you, you'd know that composite weapons aren't some magic that inherently break Arma3, since I've posted that this bug can be resolved with a one-line change in bis_fnc_arsenal.
(Check out @Fixed_Arsenal for a mod that implements, among many other things, this fix)

May 10 2016, 9:17 AM · Arma 3
ImperialAlex added a comment to T79336: Unable to load saved loadouts from Virtual Arsenal when all required components are present.

This is down to the fact that in fn_arsenal.sqf, #define GETVIRTUALCARGO uses baseWeapon on each item. When changing the line in question (fn_arsenal.sqf:117) to "_weapon = _x;\" (note the lack of calling baseWeapon on _x) the arsenal performs as expected.

Since I didn't really look to deeply into the rest of the system this might break something subtle...but I haven't noticed anything yet.
The displayed list is still "clean" from multiples since that is checked differently.

I've "fixed" this for myself by overwriting fn_arsenal.sqf with a version that has that line changed via a small addon, which I've attached ["fixedArsenal.7z"] (folder name and config.cpp are inconsistent, so if you want to use it, update config.cpp and pbo it).

Hopefully this (or a more 'thoughtful' fix) makes it into the game soon :)

May 10 2016, 9:17 AM · Arma 3
ImperialAlex added a comment to T79336: Unable to load saved loadouts from Virtual Arsenal when all required components are present.

I encountered this same issue, specifically I wasn't able to load loadouts that contained a "composite" weapon, even if I added that composite weapon to the whitelist.

May 10 2016, 9:17 AM · Arma 3
ImperialAlex added a comment to T78388: Can't activate Arsenal in ammo boxes as Zeus.

@Drakeziel: This issue stands as reported, I think you just misunderstood the issue.

This isn't about the 'Zeus Module' that a zeus player can drag onto a unit in order to open the arsenal UI on that unit.

This *is* about the ammo-box UI that Zeus can use to modify ammo-boxes.
In this UI, setting an items count to "infinity" should add it to the ammo-box's virtual inventory as well as add a "Virtual Arsenal" addAction.

"side" or "faction" of items/units does not play a role for this or any other interaction with bis_fnc_arsenal.

May 10 2016, 8:50 AM · Arma 3
ImperialAlex added a comment to T78388: Can't activate Arsenal in ammo boxes as Zeus.

I think this has made it onto stable by now - I'm currently experiencing it in 1.30.127372

May 10 2016, 8:50 AM · Arma 3
ImperialAlex added a comment to T76549: Zeus exec field should be added to objects.

For anybody else who's stumbling across this:
You'll only see the exec field if 1.) it's not disabled via the "set Attributes" modules and 2.) enableDebugConsole is set to 1 or 2 in your description.ext

May 10 2016, 8:03 AM · Arma 3
ImperialAlex added a comment to T75758: [Multiplayer] Attachments on weapons disappear when moving the weapon into any container.

This isn't an actual inventory issue. This is about the ability to script-add weapons with (custom) attachments into containers.
These people were probably all playing mods that save player inventories.

May 10 2016, 7:44 AM · Arma 3
ImperialAlex added a comment to T74844: [SOLVED] "init" field in mission.sqm is triggered MULTIPLE TIMES on the client for log out/log in JIP.

Killzone_Kid: Could you please go into detail why you/SaMatra consider this expected behaviour? I'm guessing you might have a use-case for the double execution in mind, so I'm wondering what it is.

May 10 2016, 7:21 AM · Arma 3
ImperialAlex added a comment to T66730: [Almost Fixed] Game freezes on dropWeapon to ground weaponholder.

I've just encountered the freeze while trying to "PutWeapon" something into a unit's backpack :(
Alternatively, my issue would be solved if we could add[..]WeaponItem to weapons in containers..

May 10 2016, 2:53 AM · Arma 3