User Details
- User Since
- Oct 16 2017, 5:21 PM (320 w, 3 d)
- Roles
- Administrator
Sat, Nov 25
Fri, Nov 24
@SaMatra can you please test the latest dev branch? both issues should be fixed now
Sun, Nov 12
Sync issue has already been fixed internally. Will look into the saving issue
Fri, Nov 10
@BIS_fnc_KK I think they mean config one doesn't support vector dir/up
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
completion radius was being ignored before, but now it is in some way having an effect on the waypoint
Yep exactly.
BTW I said Notepad++ not Notepad. Don't use notepad...
Cannot confirm. You're probably setting the waypoint too close to the unit. Try setting it a bit further.
Sep 15 2023
Revision: 151018
Sep 11 2023
Sep 7 2023
Sep 4 2023
Aug 20 2023
Doesn't that cause some security concerns? It would allow anyone to interrupt other people's scripts.
Jul 12 2023
May 29 2023
May 28 2023
May 27 2023
I've actually noticed this several times. I thought I'd made a ticket but looks like I forgot...
May 24 2023
Whichever you think is good is good :P
May 18 2023
May 6 2023
No worldWorld to model sounds more correct
Apr 28 2023
Getter2 is not needed. You only need to know which ladder.
All of them can be combined in one command:
getLadder player
returns:
[object, "ladderCfgName", progress]
Apr 18 2023
As CBA devs pointed out to you, it's not a CBA issue.
Apr 17 2023
I have a feeling you're not privateing your vars, causing them to be changed by an inner function.
Apr 15 2023
Well you can post your entire mission with all the scripts so the devs can investigate the scripts directly.
Apr 2 2023
Apr 1 2023
This needs new animation files which most likely won't happen at this stage of development.
Mar 27 2023
Looks like the performance varies a bit. It's not always slower than +. But it is always slower than insert
Mar 26 2023
Mar 4 2023
Are you sure you have not uninstalled the DLC or something? If not, try verifying the game data via Steam. If you have, you can install it again from: Right Click on Arma in Steam > Properties > DLC
I have no problem creating them though:
_p = getPosWorld player; _dx = 0; _dy = 0; [...] findif { _o = createSimpleObject [_x, _p]; _bb = boundingBoxReal _o#2; _dx = _dx + _bb; if (_dx > 20) then {_dy = _dy + _bb; _dx = 0}; _o setPosWorld (_p vectorAdd [_dx, _dy, _bb]); _b = isNull _o; _b }
[...] is the array of models from that wiki page.
Mar 3 2023
is a good start but we might want to construct the object with a copy of the object,
Mar 1 2023
Problem, how to set a CODE type variable, if CODE type is used to identify a method
Feb 25 2023
Feb 20 2023
resort to hacky approaches like storing indexes as position Z coordinate
You can just store them as hashmaps now
Feb 8 2023
Jan 12 2023
In my opinion, don't log anything for any command at all, and instead add a new command line arg for that, so only if someone's interested in debugging would get them in log.
Thats what the error says, no points, and the error is correct
Dec 6 2022
Nov 21 2022
Sep 24 2022
Sep 13 2022
Try the solutions on this page:
https://community.bistudio.com/wiki/Arma_3:_Unusual_process_exit
Sep 10 2022
Sep 9 2022
You can fix it yourself by setting the effective commander as the driver himself:
this addEventHandler ["GetIn", { params ["_veh"]; if (!isNull driver _veh) then { _veh setEffectiveCommander driver _veh; }; }]