User Details
- User Since
- Apr 7 2019, 8:04 PM (293 w, 4 d)
Apr 17 2023
BIS_fnc_objectVar is suppossed to give me back a string name for a object. That it requires a "entity" object and does not support "projectile" objects is not obvious, especially as that kind of differentiation doesn't seem to exist in sqf, at least to my knowledge.
Apr 16 2023
But i'm not trying adding the "local" event to the object myself, i'm just calling BIS_fnc_objectVar, and inside Arma3 code (/temp/bin/A3/Functions_F/Objects/fn_objectVar.sqf..., line 53) its attempted to add the event.
Apr 15 2023
Feb 13 2023
Works fine for me now.
Feb 8 2023
Attached the compressed mdmp and bidmp of one of the crashes.
Feb 6 2023
I thought that players would work as a kind of virtual camera on server side in this case, but that clears it up.
I don't understand how this applies to my case.
Feb 5 2023
Feb 3 2023
As noted also with T170145, having non simulated groups being returned also would be useful, so maybe only exclude them with additional optional parameter?
That command would be really useful to save alot of time, even outside perframe execution. If you have a good amount of units/groups around a certain place, it takes a good chunk of time.
No, it happens not anymore since i started T159875, as around this time the behaviour seemed to have changed, which i noticed because my workarounds for this issue which worked well for some time suddenly did not work properly anymore.
Jan 21 2023
From my POV it can be closed.
Nov 27 2022
I did some more testing on a new dedicated server installation on a different system and could reproduce the issue there with just vanilla Arma3.
Sep 8 2022
Feb 19 2022
Feb 18 2022
Feb 17 2022
As yesterdays development branch changelog says "Added: Group Event Handlers" i assume its suppossed to work already with this version.
Nov 15 2021
From my point of view it would be enough, especially as the followup code usually has to be executed where unit and its group is local anyway.
Oct 18 2021
Agreed, that would be very helpful and save alot of checks.
Oct 14 2021
I have tried the test mission from LSValmont and can reproduce the mentioned issue.
Interesting that you mention AI moving around impacting this issue.
Aug 27 2021
Aug 2 2021
If that is the intended behaviour then there is a different bug, which is that it does not always work and i will try to create a simple test case to reproduce it.
Jul 25 2021
Oct 8 2020
Sep 25 2020
The mod author has looked into the issue and he used older UI pictures, that apparently are not available with Arma3 2.0.0 anymore. Will be replaced in the next version of the mod.
Sep 24 2020
Aug 8 2020
My bad, never had any issues so far with this detail of SQF.
Jul 27 2020
Apr 22 2020
Apr 8 2020
Mar 29 2020
Tried out this option during our weekend games and it fixed the issue.
Mar 22 2020
This problem still exist in MP on a dedicated server.
Mar 8 2020
Feb 17 2020
Feb 10 2020
Jan 30 2020
Works fine for me so far.
Jan 24 2020
Jan 23 2020
Jan 22 2020
Jan 10 2020
Jan 8 2020
Nov 26 2019
Oct 28 2019
I have run into the same situation recently. Seems a problem with all backpacks. When placed in editor they fall just through until they land on ground. Also happens outside of buildings when they for example placed on a desk, they always land on the ground ingame.
Oct 2 2019
Regular props like the laptop etc. cannot be put into the inventory of the player, the Chemical Detectors without functionality can. I can put them on the ground in the editor and pick them up later in the game. So it seems natural that if you can put a object into the players inventory, you can also select it from the arsenal, for example as a "misc item".
Sep 17 2019
Sep 15 2019
Aug 30 2019
Tried out devbranch and it now shows the full pathname again.