User Details
- User Since
- May 29 2014, 2:20 PM (541 w, 4 d)
Apr 4 2017
Mar 17 2017
May 10 2016
ASOR Gear Selector just moves the character off the side the the map and adds an object as a background. It puts a #lightpoint at the camera so you can see the character even if it's pitch black. A light on the camera would probably solve the problem for VA too.
I also get this sometimes. Possibly related to Task Force Arrowhead Radio as it gives me a 'pipe error' when I launch another copy of Arma 3 (it seems to still have a named pipe open or something). That could just be a side effect of an Arma 3 bug though.
As X39 pointed out, ending the process 'tmp0' is a workaround.
Unfortunately there's at least 1 type of magazine that will fit in both a handgun and a SMG in vanilla Arma 3. I think that may make this impossible or unreliable.
I'm pretty sure drawIcon3D is designed to be used onEachFrame, not in a For loop (especially with a sleep). The loop isn't necessarily going to run every frame. The flickering would differ with different frame rates.
Edit: Sorry, just looked at your code. You can have a for loop to draw multiple icons, but you shouldn't have any sleep in there. If it did work as you appear to expect, the game would freeze while waiting for your sleeps to finish.
This is an issue with O_Soldier_TL_F (CSAT Team Leader).
respawnMagazines[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"
,"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green_mag_Tracer","30Rnd_65x39_caseless_green_mag_Tracer",
"16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","MiniGrenade","MiniGrenade","1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell","DefaultREDManAllSignal","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell",
"1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell"};
Still not fixed 2014-05-29. This same bug also causes problems with trying to set a player to a specific number of grenades. For example, the following outputs "Started with 0 HandGrenades after deleting them. Added 1 and ended up with 2." unless you remove the grenades manually from the inventory screen first, in which case you end up with 1 as you should:
{ if( (_x select 0) == "HandGrenade") then { player removeMagazine (_x select 0); } } forEach (magazinesAmmoFull player);
_previousCount = {(_x select 0) == "HandGrenade"} count (MagazinesAmmoFull player);
player addItemToBackpack "HandGrenade";
_newCount = {(_x select 0) == "HandGrenade"} count (MagazinesAmmoFull player);
hint format["Started with %1 HandGrenades after deleting them. Added 1 and ended up with %2.", _previousCount, _newCount];
The above can be pasted in the debug console. Unfortunately checking if you have too many grenades at the end and removing one isn't an option because then you can't throw them.
version 1.20.124746
The 'face' command also doesn't return the correct face in Multiplayer. It appears to return a random face (perhaps one that was randomly assigned to the unit before the player joined and their identity was applied to it).
To reproduce just put 'face player' in one of the Watch boxes in the debug console. It seems to work fine in the editor, just not multiplayer maps.
This makes it impossible to clone a player properly. If anyone has any workarounds, I'd be happy to hear them.
version: 1.20.124746