- User Since
- Oct 16 2017, 5:21 PM (153 w, 3 d)
Tue, Sep 15
You might want to take a look at the getPos command, because it can detect the ROADWAY LOD.
Mon, Sep 14
Sun, Sep 13
Sat, Sep 12
Install it through Steam. Instructions are in the first link.
It means that the issue has been fixed. So wait for the next stable version or just stay on the dev branch.
Fri, Sep 11
I think it "works" because you're telling them to go to a position that doesn't exist. I'm pretty sure that if you do this the AI might walk through objects more frequently than normal. Is that correct?
move, moveTo and doMove require AGL positions though.
Thu, Sep 10
Wed, Sep 9
Mon, Sep 7
Sun, Sep 6
The contact DLC is not meant to be played with other mods/missions. It uses a massive UI overhaul.
Sat, Sep 5
Fri, Sep 4
Okay, so I tested more doors from more maps, and I didn't notice any similar bugs.
Thu, Sep 3
So is this a bug in lineIntersectsSurfaces or the object? I noticed it in almost all doors on Livonia. I didn't test other maps but I guess it would be the same.
For example, what I'm working on involves something like this:
This is a "color picker" that allows you to change the color of some control elements. You can select a color on the left, and it changes preview and color properties on the right.
I cannot reproduce the issue on the latest dev branch build. It is probably specific to the profiling branch.
Tue, Sep 1
Mon, Aug 31
Sun, Aug 30
Sat, Aug 29
It is possible to script this on your own.
Will give you what you wanted for: round [2/3, 2]
Thu, Aug 27
Wed, Aug 26
If the engine could accept an array of these 'aim at' points so that you could actually mark on the model the points to attack in order of best to least favored ([zamerny (best), zamerny_1, zamerny2, ...zamerny_N]), that would be neat.
Aug 22 2020
Aug 21 2020
Try verifying the game cache via Steam.
Yes, it does work better. Thanks.
Just a question: Is it possible to update the command so that it returns the target even if the unit is not engaging? (For example, if combat mode is "GREEN" or "BLUE")
Please add the command to the wiki as well. I though it isn't implemented yet (v2.01.146606), but it is.
Aug 20 2020
Aug 19 2020
In case this doesn't get implemented, you can use _units joinSilent _group. Though it shouldn't be used on the group leader, because the leader will leave the group and rejoin; one workaround is to temporarily set any unit as the leader (the unit doesn't have to be a member of the squad, so you can create a helper civilian unit for the entire mission), use joinSilent, then select the original leader, i.e:
Aug 13 2020
No crash on v1.99.146550.
Aug 8 2020
It's not a bug. That's how the expressions are prioritized.
round (3+4)/3 calculates round (7) first, then divides it by 3.
Is it possible to delete the ctrl and recreate it with the new style?
Maybe even extend that with alt syntax to do 'play-part-of-anim':unit playAnim [moveName, from, to]
Yeah that's even better, but I don't think it's possible (afaik it would need a total overhaul of the animation system)
Aug 7 2020
Ending an animation is like jumping to the end of the animation. So why not extend your request to a more general case:
Aug 6 2020
Hmm. I didn't notice that (although it doesn't cause any problems for my use). Thanks for the tip.
Aug 5 2020
Have you tried verifying the game data through Steam?