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- Oct 16 2017, 5:21 PM (335 w, 20 h)
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Mon, Mar 4
Mon, Feb 26
Should be fixed with the next dev branch update
Feb 2 2024
They are local.
Jan 29 2024
Looks like removing all action "preprocessings" was a bit too much and it breaks some actions. I'll have to go case by case
Jan 27 2024
Jan 21 2024
Jan 18 2024
Jan 16 2024
Jan 13 2024
Added the mass to getModelInfo instead.
Jan 11 2024
Jan 6 2024
Jan 4 2024
Fix the launchers so Steam Workshop Mods work on Steam OS.
Jan 3 2024
Dec 30 2023
Dec 29 2023
Dec 28 2023
Looks like every preprocessor thing still works in single quotes '
So unfortunately I don't think we can fix this, for backward compatibility.
One example would be this (tho not sure if someone even does this at all):
#define MACRO 1 _script = ' systemChat "MACRO" ';
Dec 27 2023
I was running the parameter -dx10, trying an experimental fix
Dec 26 2023
It now checks the path before attempting to load the scenario. Loading the scenario might still fail though (e.g. due to corrupted mission.sqm, missing addons, etc.).
Dec 24 2023
If that doesn't work for you, take a look at this issue:
https://github.com/dotnet/wpf/issues/8056
Try installing the latest .NET Framework Runtime:
https://dotnet.microsoft.com/en-us/download/dotnet-framework/net48
What about this option in Launcher? Does it generate a report correctly?
If it does, use the Save Report option to save it to the disk, then upload the report here.
Also, make sure you have not enabled the "No Logs" option in launcher parameters.
Dec 22 2023
Please upload the rpt as well. They can be found in %localappdata%\Arma 3 (type that in Windows Explorer address bar, or use Run)
More info here:
https://community.bistudio.com/wiki/Crash_Files
Dec 15 2023
Nov 25 2023
Nov 24 2023
@SaMatra can you please test the latest dev branch? both issues should be fixed now
Nov 12 2023
Sync issue has already been fixed. Will look into the saving issue
Nov 10 2023
@BIS_fnc_KK I think they mean config one doesn't support vector dir/up like scripted ones
https://community.bistudio.com/wiki/Arma_3:_Particle_Effects
Nov 3 2023
It's because "followBone" attaches the object to the "memory" LOD, which doesn't match the visual LOD:
_w = currentWeapon player; _cfg = configFile >> "CfgWeapons" >> _w; _m = getText(_cfg >> "model"); _o = createSimpleObject [_m, [0,0,0]]; _o attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\weapon.001", true]; _o setDir 90 onEachFrame { _w = primaryWeapon player; //update weapon info upon weapon switch if (_w != player getVariable ["last_weapon", "?"]) then { _cfg = configFile >> "CfgWeapons" >> _w; _m = getText(_cfg >> "model"); //if (_m select [0,1] == "\") then {_m = _m select [1]}; _o = createSimpleObject [_m, [0,0,0], true]; _off = _o selectionPosition [getText(_cfg >> "muzzlePos"), "memory"]; _off = _off apply {[_x]}; deleteVehicle _o; player setVariable ["offset", _off]; player setVariable ["last_weapon", _w]; player setVariable ["proxy", [ "proxy:\a3\characters_f\proxies\pistol.001", "proxy:\a3\characters_f\proxies\weapon.001", "proxy:\a3\characters_f\proxies\launcher.001", "proxy:\a3\characters_f\proxies\binoculars.001" ] select (([1, 4, 4096] find getNumber(_cfg >> "type")) + 1) ]; }; _offset = player getVariable ["offset", []]; _proxy = player getVariable ["proxy", ""]; player selectionVectorDirAndUp [_proxy, 1e15] params ["_vy", "_vz"]; _pos = player selectionPosition [_proxy, 1e15] vectorAdd[0.33,0,0]; _vx = _vy vectorCrossProduct _vz; _mat = matrixTranspose [_vx, _vy, _vz]; _pos = _pos vectorAdd flatten(_mat matrixMultiply _offset); _p1 = player modelToWorldVisualWorld _pos; _p2 = _p1 vectorAdd (player vectorModelToWorldVisual (_vy vectorMultiply 1000)); drawLine3D [ASLtoAGL _p1, ASLtoAGL _p2, [1,0,0,1]]; }
Revision: 151123
Added new bool parameter to cutRsc/cutText/cutObj
cutRsc/cutObj [class, effect, speed, showInMap, drawOverHUD] cutText [class, effect, speed, showInMap, isStructuredText, drawOverHUD]
Oct 30 2023
Revision: 151117
set/getFuelConsumptionCoef
Oct 29 2023
Oct 27 2023
Oct 25 2023
Oct 17 2023
Oct 10 2023
Revision: 151066
Oct 7 2023
I see what you mean now. I thought you're talking about the EH.
You should've mentioned that in the issue description
Cannot reproduce. Do you mean the HitExplosion EHs? Also which branch are you testing on? It should be Dev
In fact it's the opposite for me. Sometimes HitExplosion doesn't trigger?
Oct 6 2023
Oct 5 2023
Depends what you mean by "way". You can check damage in namedProperties of the object. If it's "tree" and object is already dead, it has fallen. You can "remove" it by hiding it.
But admittedly detecting it in a running mission is difficult without loops.
Oct 4 2023
Revision: 151052
Oct 3 2023
Not a bug. Read this:
https://community.bistudio.com/wiki/Variables
TL;DR, prefix your local variable initializations with private to prevent what you describe as "leak" (which is actually a feature in SQF)
fnc_getitems = { private _magstoremove = [123]; [_magstoremove] };
Oct 2 2023
Revision 151053
Sep 29 2023
Sep 28 2023
Sep 26 2023
Sep 24 2023
Sep 16 2023
Set shadow distance to any large number (500m, 1km or above)
Shadows were never meant to be set above 200m