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PiepMGI
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User Since
Dec 14 2013, 12:22 AM (261 w, 1 d)

Recent Activity

Mon, Nov 26

PiepMGI added a comment to T83804: Glasses item always disappear.

It's a pity, this issue remains not assigned after all this time!

Mon, Nov 26, 9:38 PM · Arma 3
PiepMGI created T134313: Teamswitch persistent issue..
Mon, Nov 26, 8:55 PM · Arma 3
PiepMGI added a comment to T64970: No Animations after teamswitch.

Not fixed, this can occur sometimes.

Mon, Nov 26, 8:47 PM · Arma 3

Sun, Nov 25

PiepMGI created T134238: respawn on "switch to group member" doesn't trigger the MEH "teamSwitch".
Sun, Nov 25, 9:00 PM · Arma 3

Nov 14 2018

PiepMGI added a comment to T130421: Game Crash when Alt Tabbing.

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 14 2018, 6:41 PM · Arma 3

Nov 5 2018

PiepMGI added a comment to T120308: AI can see through some bushes on Tanoa (check video).

The number you've dialed is out of service.
(assigned: none)

Nov 5 2018, 6:52 PM · Arma 3
PiepMGI added a comment to T62430: Manual ragdoll control via script commands..

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...

Nov 5 2018, 6:36 PM · Arma 3
PiepMGI added a comment to T69085: Easy way to significantly improve the clunky action menu.

Wanted oblivion.

Nov 5 2018, 5:07 PM · Arma 3

Oct 15 2018

PiepMGI added a comment to T127956: unconscious state breaks command action on other AIs.

Some news. The consequences of the unconscious state of the marksman, described above, could be a facet of a deeper issue:

Oct 15 2018, 7:24 PM · Arma 3

Sep 7 2018

PiepMGI created T132161: AllUnits command returns modules entities!.
Sep 7 2018, 5:31 PM · Arma 3

Sep 3 2018

PiepMGI added a comment to T79200: Trigger looping in the preview without satisfying conditions.

Probably an initialization sequence where 0 == 0
See: https://community.bistudio.com/wiki/Initialization_Order

Sep 3 2018, 6:40 PM · Arma 3

Jun 26 2018

PiepMGI added a comment to T127956: unconscious state breaks command action on other AIs.

Added comment:
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 26 2018, 7:20 PM · Arma 3
PiepMGI updated the task description for T127956: unconscious state breaks command action on other AIs.
Jun 26 2018, 6:58 PM · Arma 3

Jun 18 2018

PiepMGI added a comment to T124140: [Feature Request] Locally Mute Player Script Command.

+1 upvoted

Jun 18 2018, 5:58 AM · Arma 3

May 13 2018

PiepMGI created T128715: unconscious state breaks command action on other AIs.
May 13 2018, 2:53 PM · Arma 3

May 11 2018

PiepMGI added a comment to T128081: Error with bis_fnc_cp_main.

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.

?
Thanks

May 11 2018, 6:21 PM · Arma 3
PiepMGI added a comment to T128081: Error with bis_fnc_cp_main.

Found the error. It occurs when spawning:

May 11 2018, 6:15 PM · Arma 3

Apr 7 2018

PiepMGI created T128081: Error with bis_fnc_cp_main.
Apr 7 2018, 1:35 PM · Arma 3

Mar 30 2018

PiepMGI added a comment to T127956: unconscious state breaks command action on other AIs.

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 30 2018, 5:41 PM · Arma 3

Mar 20 2018

PiepMGI added a comment to T127693: Game completely freezes and forces a hard-restart of computer.

I seems to me there is no more problem since windows or nvidia last update (I can't say).

Mar 20 2018, 4:28 PM · Arma 3

Mar 17 2018

PiepMGI updated the task description for T127956: unconscious state breaks command action on other AIs.
Mar 17 2018, 5:37 PM · Arma 3
PiepMGI created T127956: unconscious state breaks command action on other AIs.
Mar 17 2018, 5:34 PM · Arma 3

Mar 9 2018

PiepMGI added a comment to T76533: Ability to remove single items from crates without the need to clear all items and reload them all again..

Nothing new under the sun...

Mar 9 2018, 10:16 AM · Arma 3

Feb 12 2018

PiepMGI added a comment to T127693: Game completely freezes and forces a hard-restart of computer.

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 12 2018, 4:59 AM · Arma 3

Feb 9 2018

PiepMGI added a comment to T127565: Default loadout in Arsenal.

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.

Feb 9 2018, 6:08 PM · Arma 3
PiepMGI added a comment to T127225: setUnitLoadout command entities creation.

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).

Feb 9 2018, 6:03 PM · Arma 3

Jan 21 2018

PiepMGI added a comment to T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.

@Lex So, it's not a solution and not related to 0% CPU usage and/or GPU freeze + ALT key malfunction in Arma only.

Jan 21 2018, 4:52 PM · Arma 3
PiepMGI added a comment to T126959: addAction selections more than 15m from center do not work..

It's an intended hard coded limitation.

Jan 21 2018, 4:23 AM · Arma 3
PiepMGI added a comment to T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.

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 21 2018, 4:19 AM · Arma 3

Jan 20 2018

PiepMGI added a comment to T84302: What happened to "special" (flying, in formation, in cargo, none).

use setFuel 0 if you want to crash the helo.

Jan 20 2018, 7:34 AM · Arma 3

Dec 18 2017

PiepMGI updated the task description for T127393: setDammage command - alternate syntax array not working as setDamage.
Dec 18 2017, 9:56 PM · Arma 3
PiepMGI renamed T127393: setDammage command - alternate syntax array not working as setDamage from setDamage command - alternate syntax array not working anymore to setDammage command - alternate syntax array not working as setDamage.
Dec 18 2017, 9:54 PM · Arma 3
PiepMGI added a comment to T127393: setDammage command - alternate syntax array not working as setDamage.

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)
run preview
in debug console:

Dec 18 2017, 9:48 PM · Arma 3

Dec 16 2017

PiepMGI created T127393: setDammage command - alternate syntax array not working as setDamage.
Dec 16 2017, 9:08 PM · Arma 3

Sep 28 2017

PiepMGI added a comment to T81398: Vehicle lights doesn't working during the day - 1.40.

Too much behaviors kill the behavior.

Sep 28 2017, 10:25 AM · Arma 3
PiepMGI added a comment to T126694: Friends can't see the game I host or even join via steam - IP behind NAT .

@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 28 2017, 10:23 AM · Arma 3

Sep 26 2017

PiepMGI added a comment to T126807: Balance of Object, House penetration is very off to standard ammo configs and altered ammo configs.

+1
Huge topic.
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!

Sep 26 2017, 3:42 AM · Arma 3

Aug 13 2017

PiepMGI added a comment to T124818: Arsenal incompatibility.

Let's razazel decide what he can do for that also.

Aug 13 2017, 11:24 PM · Arma 3

Jul 26 2017

PiepMGI added a comment to T126279: Add optional drawEllipse degree argument to control how many degrees to draw.

+1

Jul 26 2017, 8:05 AM · Arma 3
PiepMGI added a comment to T126275: Rahim ammo incompatible with Rahim rifle bug in 1.72.

And Zafir had this problem in 2015 also. Red fish memory?

Jul 26 2017, 8:03 AM · Arma 3

Jun 2 2017

PiepMGI added a comment to T66204: disableCollisionWith has no effect.

Ok, some complementary info after test:

Jun 2 2017, 8:11 AM · Arma 3

Jun 1 2017

PiepMGI added a comment to T66204: disableCollisionWith has no effect.

This command has a strange behaviour, repeatable, if used in nested loop:

Jun 1 2017, 11:37 PM · Arma 3
PiepMGI added a comment to T124732: "Full thrust" control action.

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.

Jun 1 2017, 8:11 AM · Arma 3
PiepMGI added a comment to T124818: Arsenal incompatibility.

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).

Jun 1 2017, 8:03 AM · Arma 3
PiepMGI added a comment to T124818: Arsenal incompatibility.

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.

Jun 1 2017, 7:51 AM · Arma 3

May 30 2017

PiepMGI added a comment to T124954: Tigris/cheetah won't shoot on infantry.

Yep! Could you add 64 in aiAmmoUsageFlags please?

May 30 2017, 11:58 PM · Arma 3
PiepMGI added a comment to T125224: distance bug.

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 30 2017, 11:28 PM · Arma 3

May 26 2017

PiepMGI created T125085: playableUnits are just playing units in some cases..
May 26 2017, 8:05 PM · Arma 3

May 23 2017

PiepMGI added a comment to T78569: "this setVariable ["BIS_enableRandomization", false];" not working for civilians.

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 23 2017, 9:53 AM · Arma 3
PiepMGI created T124940: Weird behavior with dead driver (all full crew AI vehicles).
May 23 2017, 8:20 AM · Arma 3

May 20 2017

PiepMGI updated the task description for T124898: Commands: magazinesDetailVest isEqualTo magazinesDetailUniform isEqualTo magazinesDetailBackpack.
May 20 2017, 3:18 AM · Arma 3
PiepMGI created T124898: Commands: magazinesDetailVest isEqualTo magazinesDetailUniform isEqualTo magazinesDetailBackpack.
May 20 2017, 3:17 AM · Arma 3

May 3 2017

PiepMGI added a comment to T124680: setunitpos "UP" causes units to get stuck in lowering/raising weapon loop (vanilla repro mission inside).

+1
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:

May 3 2017, 4:45 AM · Arma 3

Apr 29 2017

PiepMGI added a comment to T124257: createSimpleObjectLocal.

@harmdhast
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?

Apr 29 2017, 2:49 AM · Arma 3
PiepMGI added a comment to T65560: when AI gets killed by mine they automatically detect you..

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 29 2017, 2:39 AM · Arma 3

Apr 27 2017

PiepMGI added a comment to T124257: createSimpleObjectLocal.

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 27 2017, 8:35 PM · Arma 3

Apr 25 2017

PiepMGI added a comment to T124470: UCAV Sentinel laser designator doesn't follow TGP.

And no more range data...

Apr 25 2017, 1:10 AM · Arma 3

Apr 24 2017

PiepMGI added a comment to T83496: AI seeing and shooting through vegetation and smoke..

Two problems:

  • iron bushes;
  • AI looking at targets through vegetation/smoke.
Apr 24 2017, 7:29 PM · Arma 3
PiepMGI added a comment to T75844: Tank Crew is suicidal.

You can use two commands:
allowCrewInImmobile
canUnloadInCombat

Apr 24 2017, 7:19 PM · Arma 3
PiepMGI added a comment to T120308: AI can see through some bushes on Tanoa (check video).

Yep, extremely boring and immersion killing.

Apr 24 2017, 6:05 AM · Arma 3

Apr 21 2017

PiepMGI added a comment to T79016: Vehicle Damage Model Improvement Considerations.

+1
That makes a lot of sense! .. and a long road from:

Apr 21 2017, 8:46 PM · Arma 3

Apr 20 2017

PiepMGI added a comment to T124456: (vehicle player == "Steerable_Parachute_F") returns generic error.

As you should read in BIKI, vehicle player returns an object, not a string.
Next time, read the BIKI. For a remaining question, do not hesitate to ask on BI forum.

Apr 20 2017, 3:29 AM · Arma 3

Apr 11 2017

PiepMGI added a comment to T124275: [RESOLVED] Simple object change visual type of an object! [RESOLVED].

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 11 2017, 12:37 AM · Arma 3

Apr 10 2017

PiepMGI added a comment to T124257: createSimpleObjectLocal.

What for?

Apr 10 2017, 9:28 PM · Arma 3

Apr 8 2017

PiepMGI added a comment to T124082: Campaign mission "Beyond Recognition" : Blackfoot doesn't crash.

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 8 2017, 9:25 PM · Arma 3

Apr 7 2017

PiepMGI added a comment to T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

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 7 2017, 1:54 AM · Arma 3

Apr 4 2017

PiepMGI added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

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 4 2017, 3:55 AM · Arma 3

Apr 3 2017

PiepMGI added a comment to T124183: Ifrit turret is invulnerable to 5.56-7.62 weapons.

It's a deeper problem than it appears!

Apr 3 2017, 7:47 AM · Arma 3

Mar 31 2017

PiepMGI added a comment to T71741: Wind Turbines Silent?.

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 31 2017, 8:02 PM · Arma 3

Mar 26 2017

PiepMGI added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

place it in initPlayerLocal.sqf (or make it local for each playable units)

Mar 26 2017, 4:39 AM · Arma 3
PiepMGI added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

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 26 2017, 12:09 AM · Arma 3

Mar 25 2017

PiepMGI added a comment to T124000: Certain options not working properly .

Already described in other posts. You need to scroll at right bar then you can choose what you want. List becomes operative.

Mar 25 2017, 5:24 AM · Arma 3

Mar 24 2017

PiepMGI created T124020: Little backward incompatibility for triggers.
Mar 24 2017, 11:20 PM · Arma 3

Mar 23 2017

PiepMGI added a comment to T123863: AI do not receive user addAction commands.

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 23 2017, 7:02 PM · Arma 3

Mar 22 2017

PiepMGI added a comment to T123863: AI do not receive user addAction commands.

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 22 2017, 4:21 PM · Arma 3

Mar 21 2017

PiepMGI added a comment to T123935: DynamicSimulation: Infantry cannot be killed outside activation range..

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 21 2017, 5:58 PM · Arma 3

Mar 14 2017

PiepMGI added a comment to T123733: Cargo becomes un-detachable on dedicated servers if setSlingLoad is called from multiple machines.

I don't know why BIKI doesn't mention AL EG for this command.

Mar 14 2017, 7:50 PM · Arma 3
PiepMGI added a comment to T123703: 0xc000007b.

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 14 2017, 7:30 PM · Arma 3

Mar 13 2017

PiepMGI added a comment to T123714: 3DEN sorts units in groups alphabetically by class type.

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.

Mar 13 2017, 6:52 PM · Arma 3

Mar 8 2017

PiepMGI added a comment to T122970: Arma 3 Launcher redownloading workshop mods over and over again.

Perhaps, BI could ask something to Steam... I can't imagine there is no clever link between BI and Steam teams... as far as Steam seems mandatory to run Arma....

Mar 8 2017, 4:51 AM · Arma 3
PiepMGI added a comment to T123498: Plane won't start rolling even at full throttle when analog throttle is used.

Yep, agreed 100% I wrote about that on Jet DLC project.... Not sure to be heard. It's absolutely boring to get half throttle pad. The workaround binding both increase/decrease sides of the stick for power doesn't work.

Mar 8 2017, 4:47 AM · Arma 3
PiepMGI added a comment to T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.

There is also a remaining damage problem along with used caliber and vehicle type. Go directly to 2min10 of this video: https://www.youtube.com/watch?v=kd6ui-dRCto (One of my firsts, sorry).

Mar 8 2017, 4:30 AM · Arma 3
PiepMGI added a comment to T123646: When Gunner, Action Menu shows typeOf CursorTarget at buildings and vehicles.

This problem is similar to the action menu for commanding an AI to grab a weapon or jump into a vehicle. You're not supposed to know every vehicle or weaponholder/crate places but AI does.

Mar 8 2017, 4:15 AM · Arma 3
PiepMGI added a comment to T123627: Ai with waypoint "Seek and destroy", after too short time stop your searches and idle..

Agreed. Not so much differences with a "Move" waypoint. The AI should patrol in range of the completion radius (for example, if not set to zero or minimum depending on type of units.).

Mar 8 2017, 4:11 AM · Arma 3
PiepMGI added a comment to T123658: rc branch 1.68 DisabledAI = 1;.

It seems the same in 1.66, and for all disconnections. I use "onPlayerDiconnected" EH for deleting the abandoned AI.

Mar 8 2017, 4:07 AM · Arma 3

Mar 6 2017

PiepMGI added a comment to T123355: Eventhandlers are compiled before every execution.

Thank you. This topic is very interesting. I have some heavier codes than this one. It was just to understand how are working parameters code inside the EH.

Mar 6 2017, 12:21 AM · Arma 3

Mar 3 2017

PiepMGI added a comment to T123355: Eventhandlers are compiled before every execution.

Please could you precise how do you pass arguments in such EH as handleDamage, hit or teamSwitch?
for example, I had workable :
player addEventHandler ["HandleDamage",{

_unit = _this select 0;
if (vehicle _unit isKindOf "plane") then {_dam = 0} else {_dam = _this select 2};
_dam

}];
so, i can't find a solution like:
fn_plane = {

_unit = _this select 0;
if (vehicle _unit isKindOf "plane") then {_dam = 0} else {_dam = _this select 2};
_dam

};
player addEventHandler ["HandleDamage", _this call fn_plane];
or
player addEventHandler ["HandleDamage", {_this call fn_plane}];
or anything else.
I miss something but what?
Thanks

Mar 3 2017, 7:59 PM · Arma 3

Jan 26 2017

PiepMGI added a comment to T61125: Steering/ helicopter roll using a controller/joystick is weaker than with keyboard.

Soft for helo and hard roll for all Unsung jets! Iknow, it's a mod... but popular. I asked for 2 possible settings if possible...

Jan 26 2017, 6:17 AM · Arma 3

Jan 17 2017

PiepMGI updated the task description for T122914: Please do something for findNearestEnemy and knowsAbout commands.
Jan 17 2017, 8:40 PM · Arma 3
PiepMGI updated the task description for T122914: Please do something for findNearestEnemy and knowsAbout commands.
Jan 17 2017, 8:39 PM · Arma 3
PiepMGI created T122914: Please do something for findNearestEnemy and knowsAbout commands.
Jan 17 2017, 8:34 PM · Arma 3
PiepMGI added a comment to T122801: [feature request] enhanced arsenal.

No problem. Thanks for your attention. I really appreciate the time you took for answer.

Jan 17 2017, 3:03 AM · Arma 3

Jan 13 2017

PiepMGI added a comment to T122801: [feature request] enhanced arsenal.

What I tried:
place a hunter (vanilla editor), select virtual equipment storage, verify there is a list of items with infinite amount;
in init field:

Jan 13 2017, 7:54 PM · Arma 3
PiepMGI added a comment to T122801: [feature request] enhanced arsenal.
Jan 13 2017, 7:44 PM · Arma 3
PiepMGI added a comment to T122801: [feature request] enhanced arsenal.

Dev solution is "object" oriented. I mean you must place crates in editor then choose virtual equipment storage.
pro: you can define any virtual "arsenal" you want,
cons: all crates are different, because it's not The full arsenal but simply the predetermined loaded equipment, set to infinite amount.
Example: a quad will return by default an infinite amount of FirstAidKit... you have to make all the rest of arsenal, even if selecting several crates at a time;
and furthermore, what motivated my request, you still have to script any spawned arsenal with tough functions to limit them.
It's so frustrating to see a limited arsenal (or something close) but to be unable to pick that for a script.
There is no easy way to script a "vanilla" limited arsenal without digging in cfgClasses, not saying the need to take into account some popular mods.

Jan 13 2017, 7:40 PM · Arma 3

Jan 12 2017

PiepMGI added a comment to T122801: [feature request] enhanced arsenal.

Oh! thank you for this point, I understand you can filter what you need in crates with the "virtual" tab.

Jan 12 2017, 7:50 PM · Arma 3

Jan 11 2017

PiepMGI created T122801: [feature request] enhanced arsenal.
Jan 11 2017, 7:31 PM · Arma 3

Dec 10 2016

PiepMGI added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Prefer this command: sunorMoon

Dec 10 2016, 5:34 AM · Arma 3

Aug 2 2016

PiepMGI added a comment to T80668: setObjectTextureGlobal causing "Cannot load texture" errors when used with valid mission files.

Ah OK, finally I found this topic. Sorry for asking this question recently on BI forum. Problem known since January 2015 ?

Aug 2 2016, 6:07 AM · Arma 3

Aug 1 2016

PiepMGI added a comment to T117117: Vehicles Exploding On Mission Start Or Refusing To Move.

Yes, It's a vanilla bug! Place helicopter of plane units on Tanoa Map (airport) Make the enableSimulation false with Eden attributes. Add a trigger BLUFOR present (or else) firing at player with on act:
{_x enableSimulationGlobal true} forEach ((allMissionObjects "") select {_x inArea thisTrigger}) or vehicles or what you want to target the units.
If trigger is not firing (civil player instead of BLUFOR), the units are effectively enableSimulation false;
If trigger is firing, these (disabled sim) units explode.

Aug 1 2016, 3:41 AM · Arma 3