- User Since
- Dec 14 2013, 12:22 AM (354 w, 4 d)
Thu, Sep 10
So, could you just focus on the request for new command? There no mean to return a rope segments. Nothing to repro. It's just non-existing.
Tue, Sep 8
It's first of all, a feature request for a new command. There is no command or function returning the segments (objects) of a rope.
Sun, Sep 6
Jul 21 2020
This issue was assigned to Japapatramtara ... whom last post dates on May 10th 2016.
Jun 30 2020
Confirmed. The door animations of this plane are not available for script. If you get in while an AI is driver, the doors are not closed and you fly with open doors.
If you want to make the door closed, you need to moveInAny , so the "get in" code is not run.
Jun 5 2020
Apr 30 2020
Dec 21 2019
Nov 11 2019
Assigned to none. This "guy" is the greatest worker at BI. Not very efficient, but so busy. Permanent employee of the month.
Apr 27 2019
The solution is known. Instead of a "server only" module trying to execute some weird EG (effect global) commands, it could be far more efficient to run a script locally, at least for destruction which is not supposed to evolve during game. the module must be global.
See the workaround here for destroyed building.
Assigned to "none" during 2 years, when you provided the solution is just .... ridiculous!
Apr 26 2019
Apr 11 2019
Apart: You should definitely say what is your mission game, give a link or upload a scenario.... This way, people will not treat you as kid and perhaps will focus on the best parts of description:
Apr 7 2019
Confirmed. Needs some "refresh" to make it work.
Apr 5 2019
No news about that?
Mar 15 2019
Sure! boring in excess!
Feb 22 2019
Not assigned means no hope.
Feb 19 2019
It's a deeper bug. see my last post in this topic:
Nov 26 2018
It's a pity, this issue remains not assigned after all this time!
Not fixed, this can occur sometimes.
Nov 25 2018
Nov 14 2018
This bug disappeared months ago, then reappear... I didn't change anything on my PC. Launching Arma and 3den for existing scenario (any working scenario), Arma crashes when alt tabbing to other windows apps.
This seems to occur (especially?) using sublime text 2 (Poseidon sqf editor). But I can't affirm if this is related to binarization of mission.sqm, or any sqf modification, or if it's unrelated at all to script editing. Seems to me, just ALT TABbing crashes from time to time and more surely when modifying something in 3den without any delay.
Nov 5 2018
The number you've dialed is out of service.
Perhaps some basic problem to be solved before... units falling into unconsciousness while playing an animation such healing (self or other unit), seems to be forced to continue/redo this animation after the unconscious state...
Oct 15 2018
Some news. The consequences of the unconscious state of the marksman, described above, could be a facet of a deeper issue:
Sep 7 2018
Sep 3 2018
Probably an initialization sequence where 0 == 0
Jun 26 2018
To reproduce that (2 minutes in vanilla Arma, launching included!), you just need to set unconsious **the marksman** (unit 4) in the squad of 8 (vanilla infantry blue weapon squad).
Don't ask me why this specific unit... probably a sub-leader (team leader) but this impacts the whole group!
Jun 18 2018
May 13 2018
May 11 2018
BI, could you:
- add a check for the kind of unit (so its behavior). Something avoiding the undefined variable as intended in the script (engine).
- or, make "civilianPresence..." type of unit non-spawnable or non-simulated. This unit is too "similar" to normal unit (scope 2) for its behavior.
Found the error. It occurs when spawning:
Apr 7 2018
Mar 30 2018
I don't have so much space to play dev branch and current released version (1.80). But perhaps some player/dev can do that. Anyway, the problem is easy to reproduce in 1.80. For more info, I just used a weapon squad (BI standard group) and placed a radio trigger to kill or Set unconscious the 3 following AIs: grenadier, marksman, AT specialist.
If you test with set unconscious these 3 AIs, the problem is obvious, giving orders to remaining units.
If you test with setDamage then don't forget to add a respawn time (that works for playable AIs also), the problem occurring while the 3 AIs are in respawn-dead status and disappear as soon as they respawn.
Mar 20 2018
I seems to me there is no more problem since windows or nvidia last update (I can't say).
Mar 17 2018
Mar 9 2018
Nothing new under the sun...
Feb 12 2018
In my case, I disabled the in-game overlay of NVIDIA GEFORCE experience. No more crash since then. 100% crash before, just striking a CTRL or ALT key just after the pop-up overlay. (For Arma or Squad as well).
Feb 9 2018
That could be done with an extra button, save as... opening a list of units like in 3den, so you could choose blufor "engineer". and recover this loadout in your saved configs.
Thanks, btw you are also creating game logics each time you open Arsenal (didn't test recently). This could be fine to clean up that on arsenal closing (if not yet done).
Jan 21 2018
@Lex So, it's not a solution and not related to 0% CPU usage and/or GPU freeze + ALT key malfunction in Arma only.
It's an intended hard coded limitation.
Yrp! Same for me. It happens very often since 1.80 Vanilla. My left Alt key toggle also very often in altitude mode in 3den editor (I just have to strike ALT one more time to toggle in normal ALT behavior. Arma is the only one software to do this weird thing.
I also experience some heavier freeze with no possibility to ALT tab and work on task manager as in video. I can just shut down the PC and restart it!
Is it linked to French keyboard? I guess not. To video card? I'll see that with further NVIDIA drivers, but I guess not. So, What BI/Steam did with the keyboard interaction??? Why does these problems happen on Arma only?
Jan 20 2018
use setFuel 0 if you want to crash the helo.
Dec 18 2017
Arma III ver: 1.80 vanilla
Open editor, Tanoa map by default
add a player
add any vehicle (mine was HEMTT fuel but that doesn't matter)
in debug console:
Dec 16 2017
Sep 28 2017
Too much behaviors kill the behavior.
@MadogPL Tha's wrong. Game like Ghost Recon Wildlands had open NAT, and now strict NAT, on some providers, whatever the port you open.
The only solution I found is to make a DMZ which is strongly not recommended.
Sep 26 2017
You think about materials, but first of all, some vegetation are the best shield ever dreamed for units!
Note also, the global damage is totally weird and poorly related to hit parts. (you can fire at an offroad without increasing the damage value, destroying parts like engine, wheels or hull, then blow the car with a sudden full damage).
Check caliber/target/damage/hitpoints. it's nonsense!
Aug 13 2017
Let's razazel decide what he can do for that also.
Jul 26 2017
And Zafir had this problem in 2015 also. Red fish memory?
Jun 2 2017
Ok, some complementary info after test:
Jun 1 2017
This command has a strange behaviour, repeatable, if used in nested loop:
Furthermore, trust me, it's awful to have first half joystick throttle for brake and only second half for thrust. Never ever saw that in real jet fighter life.
Sorry, I take the opportunity of the nebulous title, to ask if you please, the backpack menu in arsenal could be implemented in order to put some extra weapons, scopes, any items in fact, even uniform and vest.. into backpack (as you can do, picking them in game).
backpack in backpack?? Is it a mod? I didn't see that. As far as you try to place a backpack in another one, you obtain a shift between them.
May 30 2017
Yep! Could you add 64 in aiAmmoUsageFlags please?
Not a bug, new intended behavior by BI devs. You need to strike a key (see your settings) and restrike to refresh. Why not? IMHO it was far better before but it seems it's a community choice... to not have choice?
May 26 2017
May 23 2017
Back again... or not solved. Place any civilian helo with this code (init field). start and restart the game, or just make the helo respawnable. That doesn't work.
_veh setVariable ["color",X]; where X is a correct value within the number of skins, doesn't work neither.
May 20 2017
May 3 2017
This is the main difficulty for scripting something consistent with Arma's engine.
Commands are not endless command. I mean. You are waiting for some evident result but many commands are struggling against the engine.
In a "perfect world", Arma's engine should work as is until a script runs a command acting on unit's behavior. At this time, this command should overrides the engines until another parameter or a cancel command.
The list of "disapppointing" commands is not exhaustive but consider:
Apr 29 2017
Good question! I can understand the need to have non-interactive object (even at BI ;-) ), but I don't have any example of a good scenario which need different behaviors for objects in regard of their locality. I miss something because plenty of yours seem very enthusiasts. But what?
I guess it's same if you place a charge, and even throw a grenade (less annoying due to the imminence of the explosion).
In fact, the event handler "fired" will trigger as soon as you "put" a charge/mine, "throw" something, not waiting for the explosion.
And you're probably also under the sun-lights for the knowledge of enemy units.
Apr 27 2017
I'm noob. Could you give me an example in which you'd like to create a simple object on some clients (so locally, with no simulation) but not on everyone? For me, it's more an issue (like when people don't have the same addon and you can't see their gun or uniform) but I'm missing something...
Apr 25 2017
And no more range data...
Apr 24 2017
- iron bushes;
- AI looking at targets through vegetation/smoke.
Yep, extremely boring and immersion killing.
Apr 21 2017
That makes a lot of sense! .. and a long road from:
Apr 20 2017
Apr 11 2017
This problem seems more general with some objects which have some weird subclasses.
for example, same problem with prowler armed / non-armed. The non-armed one is armed (in game) if defined as simple object (editor).
Apr 10 2017
Apr 8 2017
It's directly linked with the 1.68 general problem of hit effects inconsistency.
Before 1.68, there were some logical links between calibers / armor / effects / HUD display (for hit points). The only damage global command was inconsistent as you obtained 0 for some cars almost totally destroyed by 7.62 (example).
Apr 7 2017
This remoteExec seems weird but it's probably the unique mean to avoid a security breach as far as you can can open the debug console locally (even if not enabled).
Apr 4 2017
Corrected slightly my script to avoid some duplications. For those who would like a workaround (MP compatible), waiting for BI changing their mind...
- you can pick up any uniform on corpse;
- you can pick up uniform on ground;
- for uniform in crate, you need to drop the uniform on ground, close/reopen inventory for grabbing it on ground. Just because, too many cases of uniforms containing some items, then inside a crate.
Apr 3 2017
It's a deeper problem than it appears!
Mar 31 2017
They don't make electric power neither! You can endless add realism against FPS.
Destroying a wind generator should let the nearest town in the dark.
Mar 26 2017
place it in initPlayerLocal.sqf (or make it local for each playable units)
Typical problem where BI made some hard coded choices for the engine despite the wishes of the script writers. See how much it's difficult to switch on/off lights on a car regardless of the behavior of the crew...
IMHO, the too preemptive engine makes things easier for official scenarios (I hope!) and doesn't care with custom ones.
I pleaded for allowing the wear of civilian uniforms and the short answer was: use forceAddUniform... Yeah, while in game, it's so easy!!
Mar 25 2017
Already described in other posts. You need to scroll at right bar then you can choose what you want. List becomes operative.
Mar 24 2017
Mar 23 2017
I was testing your steps, Vanilla context, just your scenario, when i realized two weird things in editor:
- formerly i named a unit u2. As I placed a countdown trigger for your addAction, no condition at all,... this didn't fire. Back in the editor, there was nothing named u2 anymore (and no u2 in left column entity of course) BUT i couldn't name the unit u2 again because this variable was already existing.. somewhere! First time I see that!
Mar 22 2017
I don't have this problem with addAction on AI or object, from Eden at least. Tested on a half-year old mission, addAction in unit init field or written in initServer.sqf.
Mar 21 2017
The problem is: is it serious to be able to see non simulated units???? I used the BI simulation manager module and it's far more convenient for at least these reasons:
- it's reversible, units appear/ disappear along with distances of players;
- you can't see what is sim disabled;
- units are easily excluded of this feature by adding a variable name (so the module considers them as permanent)
- you can decide if air AI assets are excluded or not.
Mar 14 2017
I don't know why BIKI doesn't mention AL EG for this command.
This could be useful to say how did you solve it. Make this forum a chance for other people who encounter the same problem as yours.
Mar 13 2017
Yes, there is a missing feature to choose the place of a unit inside a group. (and two missing commands for setter getter this place by script). If you are changing the role description, the only way (I found) is to edit the mission.sqm (not binarized) then you'll find your units, for example in a group of 8, classed item0 to item7. You can change their place , changing their class number. If your leader is item4, just make it item0 and change item0 to item4. You can sort as you want but be sure to keep item0... to item7 for your group. A simple error in a mission.sqm and the launch will fail. Not difficult but at your own risk.
PS: No need to move all lines of an item, just change the numbers in class names.