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Apr 18 2013, 12:02 AM (574 w, 6 d)

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Mar 9 2017

X39 created T123685: #include after block comment invalidates line references.
Mar 9 2017, 7:28 PM · Arma 3

May 10 2016

X39 added a comment to T85611: '<LOCATION> getVariable [<STRING>, <ANY>]' and '<LOCATION> setVariable [<STRING>, <ANY>, <BOOL>]' is missing.

just noticed that the other alt syntax is also missing for locations
<LOCATION> setVariable [<STRING>, <ANY>, <BOOL>]

May 10 2016, 12:43 PM · Arma 3
X39 set Category to category:featurerequest on T85611: '<LOCATION> getVariable [<STRING>, <ANY>]' and '<LOCATION> setVariable [<STRING>, <ANY>, <BOOL>]' is missing.
May 10 2016, 12:43 PM · Arma 3
X39 added a comment to T85575: Using <LOCATION> getVariable [<STRING>, <ANY>] will throw "Generic Error".

http://feedback.arma3.com/view.php?id=27245

May 10 2016, 12:41 PM · Arma 3
X39 added a comment to T85575: Using <LOCATION> getVariable [<STRING>, <ANY>] will throw "Generic Error".

tbh this is the biggest BS i have ever had to read

the alternative syntax adds a default value thus it is not a C&P mistake on the wiki but more that somebody at BI forgot to C&P the default part for locations

i cannot see a valid reason why locations should not have default values in getVariable

May 10 2016, 12:41 PM · Arma 3
X39 edited Steps To Reproduce on T85575: Using <LOCATION> getVariable [<STRING>, <ANY>] will throw "Generic Error".
May 10 2016, 12:41 PM · Arma 3
X39 edited Steps To Reproduce on T85374: No empty dialog class available per default for usage in combination with ctrlCreate etc. commands.
May 10 2016, 12:36 PM · Arma 3
X39 added a comment to T83875: Naked Eye Zoom Overpowered.

nonsense
the reason for this is because not everybody has a 4k monitor with arma in 4k too

for sure it is unrealistic to zoom but its right now the only way to "see" stuff that is just onje pixel high and wide

May 10 2016, 11:51 AM · Arma 3
X39 added a comment to T83864: Optional parameter for allPlayers command to exclude headless clients.

as the headless client is also just some player your request is most likely not simple

May 10 2016, 11:50 AM · Arma 3
X39 added a comment to T83862: SupportInfo command, Missing information about the return type.

not getting any hint window when i press F1 in the ingame editor or whilst ingame and in ESC menu

also that would not solve the problem of extracting informations from the supportInfo command

May 10 2016, 11:50 AM · Arma 3
X39 edited Steps To Reproduce on T83862: SupportInfo command, Missing information about the return type.
May 10 2016, 11:50 AM · Arma 3
X39 edited Steps To Reproduce on T83861: SupportInfo command, filters are broken.
May 10 2016, 11:50 AM · Arma 3
X39 added a comment to T83703: Extended "Killed" and "MPkilled" Event Handlers.

not needed

Killed EHs return the killer object which is pretty much telling you all you want to know

even if the killer was inside of a vehicle (in that case the commander of the vehicle is passed to you as param instead of the vehicle or the gunner btw.)

May 10 2016, 11:46 AM · Arma 3
X39 added a comment to T83589: weaponHolder from dead body prevent firing repeatedly trigger again.

in my opinion no bug as ANY should detect ANY living object and not just AI objects

solution would be adding some class filter to the "custom conditioN"

{_x isKindOf "AllVehicles" && alive _x} count thisList > 0

May 10 2016, 11:42 AM · Arma 3
X39 added a comment to T83483: PID file not created.

And naturally
Stuff that works differently wont get touched a lot even if bugged

May 10 2016, 11:39 AM · Arma 3
X39 added a comment to T83483: PID file not created.

why you rely on the PID?
im not sure about CentOS actually but it should also be possible to simply start it in a screen + a script which auto restarts if the executable stops (instead of running it in background or restarting using a cronjob whatever)

May 10 2016, 11:39 AM · Arma 3
X39 added a comment to T83482: BE is blocking UAV waypoints.

its your filter for BE
BE works fine
your filter does not

alter your filter and it will work

May 10 2016, 11:39 AM · Arma 3
X39 added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

yup
reproducible here
Using right now TrackIR Version 5.2.200 (Build 14548)

can deliver DXDiag if needed (+ the fancy other stuff you guys would need for it)
because this shit is really annoying (at least i finally know what causes it ...)

May 10 2016, 11:34 AM · Arma 3
X39 added a comment to T83208: Stacked EVHs are not resetted when leaving/joining a server.

stop using them ... they are garbage anyway
those "stacked EHs" are BS anyway

https://community.bistudio.com/wiki/addMissionEventHandler
onEachFrame => "Draw3D"
onPlayerDisconnected => "HandleDisconnect"
onPlayerConnected => init.sqf if(!isDedicated && hasInterface) then {...}

onpreloadstarted & onpreloadfinished are kinda useless anyway as there is no real need for them

only thing that is still lacking some way of doing different is onMapSingleClick ...

May 10 2016, 11:29 AM · Arma 3
X39 added a comment to T81593: Units health, open for modding.

let me introduce to you something new and fresh named SQF
https://community.bistudio.com/wiki/addEventHandler
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage

May 10 2016, 10:35 AM · Arma 3
X39 added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

dude
the fuck you do not understand on NO FUCKING BODY is having ANY clue what you want to tell anybody with this bug
its just a bunch of garbage

/voteban so that such shit cannot happen anymore ...

May 10 2016, 10:15 AM · Arma 3
X39 added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

dude ...
this is the most horrible bug report i ever had to read

  1. No actual bug ever mentioned
  2. Information overload
  3. no steps to reproduce (this is no 'need help with my script' forum)

my recommendation to the mods: close this issue as cannot reproduce
to the bug reporter: add something to this ticket to make your problem clear or get over to the BI forums for help

May 10 2016, 10:15 AM · Arma 3
X39 added a comment to T80156: As modder i need a "createUnitLocal" command to get a unit being created just local.

the same evil shit that can be done by anybody using other SQF commands?

also there is a createVehicleLocal command where you could argue similar

May 10 2016, 9:44 AM · Arma 3
X39 updated subscribers of T80156: As modder i need a "createUnitLocal" command to get a unit being created just local.

@Chris Acrobat thats a workaround but as there is a createVehicleLocal command, there should also be a createUnitLocal command

May 10 2016, 9:44 AM · Arma 3
X39 edited Steps To Reproduce on T80156: As modder i need a "createUnitLocal" command to get a unit being created just local.
May 10 2016, 9:44 AM · Arma 3
X39 added a comment to T80036: switchMove does not play entire animation.

just for general people comming over here

the medic animations are "automatically" looped when started using playAction
https://community.bistudio.com/wiki/playAction
https://community.bistudio.com/wiki/playAction/actions

May 10 2016, 9:40 AM · Arma 3
X39 added a comment to T80035: Units/Objects Spawn under "Ghost Hotel".

"Ghost Hotel"??

maybe you should give a position and/or a screen where you show which building youre talking about

May 10 2016, 9:40 AM · Arma 3
X39 added a comment to T79958: The game freezes since November 5th and DLC.

fyi
not getting the crash anymore since removing all DLLs from the dll folder

May 10 2016, 9:38 AM · Arma 3
X39 added a comment to T79958: The game freezes since November 5th and DLC.

takes about one minue for me to get into that crash using this little way of reproducing:

  1. start the "Sling Loading" showcase mission
  2. move to the chopper
  3. (if not already crashed) get into the chopper

will attach my crash dumps too
just ask for more ... can get plenty of them

May 10 2016, 9:38 AM · Arma 3
X39 added a comment to T79203: KeyDown UI event handler does not provide correct code for key combination (only single key press).

keyDown EH works like it should

it is already well known in the community that actionKeys is returning garbage and more as soon as you got anything but single key assigned (you do can have multiple keys set but each of theese have to be single keyed)

May 10 2016, 9:13 AM · Arma 3
X39 edited Steps To Reproduce on T78963: Add a command like preprocessFile which works with direct input.
May 10 2016, 9:05 AM · Arma 3
X39 edited Steps To Reproduce on T78904: ctrlSetForegroundColor/ctrlSetBackgroundColor/ctrlSetActiveColor not changing color on RscButton element.
May 10 2016, 9:04 AM · Arma 3
X39 edited Steps To Reproduce on T78825: [LinuxDedicated] Dedicated wont load mods propper.
May 10 2016, 9:01 AM · Arma 3
X39 added a comment to T78306: As scripter i want buttonSetAction supporting SQF code!.

please also close http://feedback.arma3.com/view.php?id=19865 or give reporters the ability to do so by themself ...

May 10 2016, 8:48 AM · Arma 3
X39 edited Steps To Reproduce on T78306: As scripter i want buttonSetAction supporting SQF code!.
May 10 2016, 8:48 AM · Arma 3
X39 added a comment to T78303: no RPT logs are generated for linux servers.

well ... then the linux servers are still lacking much of documentation which is also not ... good

the only question remaining now is
why is the server not outputting the mods when they should be loaded

May 10 2016, 8:48 AM · Arma 3
X39 edited Steps To Reproduce on T78303: no RPT logs are generated for linux servers.
May 10 2016, 8:48 AM · Arma 3
X39 added a comment to T78223: buttonSetAction sometimes fucks around with the script code.

yep
there is a seperated BI forum thread about it:
http://forums.bistudio.com/showthread.php?180959-unexpected-script-runtime-issue-when-putting-much-code-into-variables-by-a-seperated

now to how everything gets callen, where what is defined, etc.
but due the size of the projects i will stick to those section inbound in this problem (i will use github links so everyone can check the code without asking for it)

the functions are defined in 3 config.cpps:
https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/config.cpp
https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/config.cpp
https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/config.cpp

registering of the button actions:

  1. (auto) https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/Functions/init.sqf
  2. (auto) https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/init.sqf

2.1 https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/Functions/registerKey.sqf

  1. (auto) https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/Functions/initMod.sqf

3.1 https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/Functions/initModHelpers/addInteractionMenuEntries.sqf
3.1.1 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/registerAction.sqf

executing a button action

  1. initial key event registered by X39_XLib_KeyCatcher
  2. https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/Functions/cb_KeyDown.sqf

2.1 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/createDialog.sqf
2.2 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/initSystemVariables.sqf
2.3 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/initActions.sqf
2.3.1 depending on what button was pressed (and if the condition of the actions return true) different code registered in https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/Functions/initModHelpers/addInteractionMenuEntries.sqf will be executed

for the working part it is more or less the same but that you register the actions then directly inside the debug menu so you only got the https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/registerAction.sqf call (no seperated one)

May 10 2016, 8:46 AM · Arma 3
X39 added a comment to T78223: buttonSetAction sometimes fucks around with the script code.

changed the design many times trying while to fix that problem
the first attempt did not contained any variable as you can solve everything without a single one (attachedObjects will return an empty array if no object is attached)

im using count because it is faster (at least it was ... not sure about now but im used to this by today ^^ works the same way but without the _forEachIndex variable) but ... yeah
already tried it with foreach too

-----edit-----
Also the code is working (just how/when/whatEvar it is registered using the registerAction function makes the difference)

May 10 2016, 8:46 AM · Arma 3
X39 added a comment to T78223: buttonSetAction sometimes fucks around with the script code.

can be closed due the comment i received on reddit ...
http://www.reddit.com/r/arma/comments/2bn5gu/sqf_i_surrender/
buttonSetAction does not supports SQF? the fuck BI?

raising new bug soon for this

May 10 2016, 8:46 AM · Arma 3
X39 edited Steps To Reproduce on T78223: buttonSetAction sometimes fucks around with the script code.
May 10 2016, 8:46 AM · Arma 3
X39 added a comment to T78221: Adding/deleting units to Curator module.

you mean something like this?
https://community.bistudio.com/wiki/addCuratorEditableObjects
https://community.bistudio.com/wiki/removeCuratorEditableObjects

May 10 2016, 8:46 AM · Arma 3
X39 added a comment to T78075: Arma 3 Will Not Shut Down, Steam Says Arma 3 Still Running Can't Close Steam.

there seems to be a "dead" process running in background callen tmp_0 or something like that (requires ~1,5KB RAM) ((cannot check as it is not happening again for me))
you simply need to close that one instead of steam (for me its more or less a generic issue of steam as sometimes steam simply not shuts down its very own overlay stuff)

you also should add as note that it is not always happening

May 10 2016, 8:41 AM · Arma 3
X39 edited Steps To Reproduce on T76806: enableFatigue true resets fatigue.
May 10 2016, 8:10 AM · Arma 3
X39 added a comment to T76800: multiple #ifdef/#ifndef will result in the code not being compiled anymore.

bump

May 10 2016, 8:09 AM · Arma 3
X39 added a comment to T76800: multiple #ifdef/#ifndef will result in the code not being compiled anymore.

bump

May 10 2016, 8:09 AM · Arma 3
X39 added a comment to T76800: multiple #ifdef/#ifndef will result in the code not being compiled anymore.

bump

May 10 2016, 8:09 AM · Arma 3
X39 edited Steps To Reproduce on T76800: multiple #ifdef/#ifndef will result in the code not being compiled anymore.
May 10 2016, 8:09 AM · Arma 3
X39 added a comment to T76779: Remove the "waidmannsheil" from the german translation.

suddenly the article is only available on non english languages : /
http://de.wikipedia.org/wiki/J%C3%A4gersprache

google translate (yeah i know ... its inaccurate but ... yeah more simple then writing the entire article)
http://translate.google.de/translate?hl=de&sl=de&tl=en&u=http%3A%2F%2Fde.wikipedia.org%2Fwiki%2FJ%C3%A4gersprache

hope its now more clear why its not good to use "Waidmannsheil" ^^

May 10 2016, 8:09 AM · Arma 3
X39 edited Steps To Reproduce on T76779: Remove the "waidmannsheil" from the german translation.
May 10 2016, 8:09 AM · Arma 3
X39 added a comment to T76661: BEX crash in MP.

did not faced it again yet
but also i am not playing online anymore on a constant base

May 10 2016, 8:05 AM · Arma 3
X39 added a comment to T76661: BEX crash in MP.

as this is acknowledged
is there a way to get around that crash?
because its extremly annoying -.-*

ohh
it als could be verry interesting if its because of a version missmatch of the required runtime environment (got the pretty latests vc++ variants installed so)

kindly regards
X39

May 10 2016, 8:05 AM · Arma 3
X39 edited Steps To Reproduce on T76661: BEX crash in MP.
May 10 2016, 8:05 AM · Arma 3
X39 added a comment to T76252: using "playSound ["someSoundName", true]" is not working.

god damned -.-* totally forgot to backreport here (sorry)

still was not able to get the sound playing when giving true as parameter : /

May 10 2016, 7:55 AM · Arma 3
X39 added a comment to T76252: using "playSound ["someSoundName", true]" is not working.

works now
can be closed thus

May 10 2016, 7:55 AM · Arma 3
X39 added a comment to T76252: using "playSound ["someSoundName", true]" is not working.

im having problems with downloading the latest arma patch ... (steam removed entire ArmA folder and got slow connection ...)

will continue downloading tomorrow and validate then

May 10 2016, 7:55 AM · Arma 3
X39 added a comment to T76252: using "playSound ["someSoundName", true]" is not working.

still not working on stable/default branch

May 10 2016, 7:55 AM · Arma 3
X39 edited Steps To Reproduce on T76252: using "playSound ["someSoundName", true]" is not working.
May 10 2016, 7:55 AM · Arma 3
X39 added a comment to T76218: lean left handgun walk animation error : rifle not following the unit.

as far as i know
its an issue caused by mods
never faced it in pure vanilla arma tbh

May 10 2016, 7:55 AM · Arma 3
X39 added a comment to T76138: Add a propper "return" command to exit the current script call!.

from my point of view this can be closed thx to the breakOut (even thought it would be nice to have a proper RETURN command instead of being in need of naming each scope by yourself)

May 10 2016, 7:52 AM · Arma 3
X39 edited Steps To Reproduce on T76138: Add a propper "return" command to exit the current script call!.
May 10 2016, 7:52 AM · Arma 3
X39 added a comment to T75816: Allow zeus to issue a FIRE command to artilery and air units.

for general public:
take note that this is already possible using this modification
http://forums.bistudio.com/showthread.php?185254-Ares-Modules-expanding-Zeus-functionality-Release-Thread

for devs:
just because there is a modification does not means that you guys should not implement something more smooth!
Maybe some sort of "areal shooting" for all AI units so that they will cover an area with bullets etc. until they are told to stop?

May 10 2016, 7:45 AM · Arma 3
X39 added a comment to T75784: add a way to get all variables added to an object via getVariable.

checking old issues i have created

can be closed as AllVariables got introduced

May 10 2016, 7:44 AM · Arma 3
X39 edited Steps To Reproduce on T75785: Add a way to get all objects attached to one (both directions!).
May 10 2016, 7:44 AM · Arma 3
X39 edited Steps To Reproduce on T75784: add a way to get all variables added to an object via getVariable.
May 10 2016, 7:44 AM · Arma 3
X39 added a comment to T75736: WY-55 Hellcat cockpit missing instruments.

not sure about arma internal but as far as i know the engine RPM is just some sort of eyecandy for ArmA as it has no affect on the flight system
(correct me if im wrong)

May 10 2016, 7:43 AM · Arma 3
X39 added a comment to T75736: WY-55 Hellcat cockpit missing instruments.

yep
but im on your side :F
the instroments should be there (+ TOH inside of ArmA should be possible at least through a expansion pack or something like that ... just hate the default controlls)

May 10 2016, 7:43 AM · Arma 3
X39 added a comment to T75634: Revert "3D" optics to old "2D" variant.

downvote
its true that the new scopes are not optimal implemented but they are in most cases A WAY better then the old 2d system
as this handles ALL scopes and not specific ones (not only the high zoomed) this ticket is a way over the required
reverting the optics is not the way
improoving the current implementation is MUCH better!
using PiP for example (and yes ... i know about #2510)
at the end
you need to hope that people wont abuse in pvp currently and wait till BI decides (or the community does with a mod for that)

May 10 2016, 7:41 AM · Arma 3
X39 added a comment to T75132: ........Crash upon startup: Cannot create DX11 device.......

make sure that you match the system requirements ^^
'Error E_OUTOFMEMORY"'
http://www.arma3.com/buy#requirements

May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75130: ObjectViewDistance reduces performance even without objects.

its not a bug
its a feature of every game my friend

the FPS gets lower as more complex a scene gets ^^
meaning:
more objects = more polygons to render = more worse performance

May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75128: Server/Game crashes when using specific script sequence during initialization for playable units.

does not matters

it was stupidness that i havent removed the code out of the mission
thats true
but the game should not crash anyway!

May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75128: Server/Game crashes when using specific script sequence during initialization for playable units.

crash also happens with a mission which is not using custom addons

update 1:
when another player joins after step 2
the game of player 1 crashes instead of the server

update 2:
located the issue
i will edit the ticket to let it match the exact bug now

May 10 2016, 7:28 AM · Arma 3
X39 edited Steps To Reproduce on T75128: Server/Game crashes when using specific script sequence during initialization for playable units.
May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75105: Add a script command to show/hide the mouse cursor inside of a dialogue.

bump

May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75105: Add a script command to show/hide the mouse cursor inside of a dialogue.

it is for a radial menu
(see http://forums.bistudio.com/showthread.php?173237 for the mod i need it for)
but there are also other advanced usecases for such a thing (all in combination with display event handlers for manual tracking of mouse position)

May 10 2016, 7:28 AM · Arma 3
X39 edited Steps To Reproduce on T75105: Add a script command to show/hide the mouse cursor inside of a dialogue.
May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75096: P3D Models cannot be transferred over network as other files.

will be easy when extending SteamWorkshop so that mod download via SteamWorkshop is possible :F
voted up anyway

May 10 2016, 7:27 AM · Arma 3
X39 added a comment to T75082: Direct channel sound volume doesn't decrease with distance (missing attenuation)..

thats one of those reasons why the community sticks to mods like ACRE and now new TFR
they provide a better immersion to everything + radio channels with working radios

but i still upvote this as the current state is really nothing good (and it should not be that hard to add a distance modification to the digital sound)

May 10 2016, 7:27 AM · Arma 3
X39 added a comment to T75079: Disconnecting audio device breaks the game.

seconds thing should be related with custom scripts
test it in editor without anything else running (should solve your issue there)

the first part is more or less expected behaviour as the AudioDevice gets removed and windows removes the logical device for it too
pluging it in again wont work as ArmA will still work with the old, non existing device
the only way to fix this would be to check if the device is still available and take a new one after OR to allow the device change in options

May 10 2016, 7:27 AM · Arma 3
X39 added a comment to T75078: its not possible to use the doubleDot("../fileXY.bla") dir in connection with #include to get a dir up .

bump

May 10 2016, 7:27 AM · Arma 3
X39 edited Steps To Reproduce on T75078: its not possible to use the doubleDot("../fileXY.bla") dir in connection with #include to get a dir up .
May 10 2016, 7:27 AM · Arma 3
X39 added a comment to T75032: Game freezes on startup at the ArmA 3 logo after splash screen.

same here

May 10 2016, 7:26 AM · Arma 3
X39 added a comment to T75032: Game freezes on startup at the ArmA 3 logo after splash screen.

maybe it had to do with the date + 64bit combo

May 10 2016, 7:26 AM · Arma 3
X39 added a comment to T75032: Game freezes on startup at the ArmA 3 logo after splash screen.

for me the issue disappeared today without being able to reproduce anymore ... strange somehow

May 10 2016, 7:26 AM · Arma 3
X39 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

@KGrimes
just leave him alone in his small world ...
(think hes also one of those guys who thought "JAVA is a stupid idea and a giant security problem!")

May 10 2016, 7:25 AM · Arma 3
X39 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

yeah yeah stupit
check the set function you hero ...

May 10 2016, 7:25 AM · Arma 3
X39 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

"Add a Integer++ (Integer = Integer + 1) command to the game"
read the title ...
its about adding the ++ syntax because its some sort of industrial standart (missleading ... its more that its in nearly ALL programming languages used by the industry)

also it would be possible with SQF:
just try it in your debuger:

_var1 = 1; _var2 = 2; hint str (_var1+_var2);

this code will still compile and work like expected
also try this:

  _var+ = 12;

_var+ is not a valid variable name meaning that you get a script error
so:
_var++ can be assumed as command structure where "_var" is the parameter and "++" the command

but yeah
youre right
i dont know anything about SQF
the only thing that this command would require is that the parameter is now left and not right

May 10 2016, 7:25 AM · Arma 3
X39 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

i promise you that it is possible
also
i got knowledge about SQF my friend
but seems like you dont got any knowledge in programming general

May 10 2016, 7:25 AM · Arma 3
X39 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

bump

May 10 2016, 7:25 AM · Arma 3
X39 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

so where you got your nice sweet knowledge from?
try any other language like c++ for exmaple

im pretty sure it is possible

May 10 2016, 7:25 AM · Arma 3
X39 edited Steps To Reproduce on T74991: Add a Integer++ (Integer = Integer + 1) command to the game.
May 10 2016, 7:25 AM · Arma 3
X39 edited Steps To Reproduce on T74819: [EventHandler] make "HandleDamage" giving the correct selection which have been hit (like "HitPart").
May 10 2016, 7:20 AM · Arma 3
X39 added a comment to T74819: [EventHandler] make "HandleDamage" giving the correct selection which have been hit (like "HitPart").

as i dont want to open another ticket i will add this here to this ticket as comment (please say if i shall open another ticket for this)

The EventHandler is fired for zones which where not hit!
As you can see on this output of a HandleDamage, {"diag_log _this"} EH (HeadShot, middle of head from back):

"[B Alpha 2-1:1,"head",5.66726,<NULL-object>,"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"",0.406582,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"",0.856582,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"head",6.11726,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"body",0.454324,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"hand_l",0.459766,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"leg_l",0.450194,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"

as you can see
there are zones fired which are not even hit! (like leg_l)
This results in giant problems when resolving the output of the HandleDamage EH

please fix this asap ^^
thx
X39

May 10 2016, 7:20 AM · Arma 3
X39 added a comment to T74795: Not Enough Screen Resolutions..

Check your graphical menu again ^^
its still inside:

16:9 - 1768x992

May 10 2016, 7:20 AM · Arma 3
X39 added a comment to T74793: Dynamic view distance.

"Dynamic View Distance" gets a + (including the editor part of it)

May 10 2016, 7:20 AM · Arma 3
X39 added a comment to T74761: Put the Editor marker placement method into the actual game! (or at least make it optional to use).

bump

May 10 2016, 7:19 AM · Arma 3
X39 edited Steps To Reproduce on T74761: Put the Editor marker placement method into the actual game! (or at least make it optional to use).
May 10 2016, 7:19 AM · Arma 3
X39 added a comment to T74761: Put the Editor marker placement method into the actual game! (or at least make it optional to use).

"Its always pain in the ass when trying to make a good plan for rushing in if youre not able to set up a good marker plan (or it takes you 2 hours to do)"

was not meant in that way ... its just a horrible implementation! You cant say that the current implementation is better then the editor

May 10 2016, 7:19 AM · Arma 3
X39 added a comment to T74741: Make it possible to easily disable the first aid option for specific players.

just as a small note
the solution is to generally change the item type of the medKit which is not acceptable!
there should be a script command or something like that for this!

May 10 2016, 7:18 AM · Arma 3
X39 edited Steps To Reproduce on T74741: Make it possible to easily disable the first aid option for specific players.
May 10 2016, 7:18 AM · Arma 3