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- Mar 9 2013, 12:52 PM (608 w, 6 d)
Sep 9 2021
Similar crash here, except it happened for no apparent reason after about 1h runtime:
May 10 2016
canDrag is supported for type 5 and type 102 according to documentation: https://community.bistudio.com/wiki/DialogControls-ListBoxes
This mucked up at least one essential addon: MagRepack.
Fix: replace isClass with isNumber
Did BIS really take this request seriously ? Because I was looking to see if anyone else reported that sound attenuation is screwed right now, making all the loud weapons inaudible even at short ranges but found this ticket instead.
Updated the additional information section: the "isclass _x" filter should be "isnumber _x" instead.
Another thing, if this gets fixed, there is potential for the function to return duplicates and clutter the arsenal.
Thanks a bunch Moricky, looks like today's dev has the fix.
Thoughts on making sure it does not return any duplicates ? New ticket ? =D
Just noticed this condition was removed: if (getnumber _x > 0)
This means even attachments marked as incompatible (something = 0) will be returned.
Not resolved. There's a bug in the BIS_fnc_compatibleItems, see the aditional information section.
You are looping config properties of a compatileItems class and filtering them with isclass. Since it's not classes you're looking for, that inner loop will find nothing.
Confirmed, could no longer repro with today's dev. Thanks!
As you can see in my video and repro mission, there are no civilians involved.
@Iceman: what do you mean by unhardcoded ? Seems the other way around to me:
Before I was using mouse button 4 for stance adjustment. Removing that key binding in favor of the new stance up/down/left/right practically made it impossible to bind the mouse button 4 because you can't re-create that combination anymore. There is no way to bind mouse button 4, 5 etc. together with another key for stance up/down etc.
Please put the stance modifier key back in or improve control options to allow using all mouse buttons in combination with keys.
To clarify, this ticket is about the removal of the stance adjust modifier from the options UI (controls) in favor of the 4 new stance adjustment keys.
I understand some users can appreciate the mapping possibilities the new key binding offer, but for some users, like me, being unable to map any key or mouse button as a stance adjustment modifier key is a major regression.
Given the new negative initSpeed (coefficient) per weapon implementation, this issue can now be marked as resolved.
Thanks BIS!
Last year when I submitted this ticket I was hoping since the engine already treats that muzzle coefficient, it won't require much work to implement.
I still think the magazine properties should be defined in their own classes, because they can be reused and sometimes inheritance might not be desired. But I agree, we need to have weapon specific properties of the magazines tied to the weapon. Having the muzzle velocity defined in the magazine instead of the weapon looks like poor design choice.
This code doesn't have any effect on dead bodies, thus you can't script removal of any of their assigned items: deadguy unassignItem "NVGoggles".
May 9 2016
It seems like it doesn't take the weapon dexterity into account and it's just too sensitive to be usable. I got so used to it in Arma2 but now it's just broken. Please fix it.