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- User Since
- Jul 24 2013, 4:36 PM (593 w, 2 d)
May 10 2016
Perhaps intended, only simulated available at present.
[_pos nearEntities [["All"], 50], {typeof _x == "weaponholdersimulated"}] call BIS_fnc_conditionalSelect // [2c937200# 164051: dummyweapon.p3d]
[_pos nearEntities [["All"], 50], {typeof _x == "weaponholder"}] call BIS_fnc_conditionalSelect // []
[_pos nearEntities [["All"], 50], {typeof _x == "groundweaponholder"}] call BIS_fnc_conditionalSelect // []
Thanks @F2k, I’ve tried bapedibupa’s fncs and they really work better than setPitchBank, although BI fnc is the fastest among all who takes 0.1416ms while the rest take more than 0.21ms, I just need more time to figure out if it was attachTo destroy the algorism.
Limitation mentioned as 90 counted as 89.9 doesn’t matter, it was still nicely written but I’m just testing why vectorDir flip on attached obj at a certain pitch, which makes it no longer so functional as bapedibupa’s before dev write it into the engine.
Yep, I also find another problem between setPitchBand and attachTo, pitch byond 90 degrees flips vectorDir if obj was attached that BI fnc failed to handle it, I tried many hours to implement the fnc to handle attached obj but can't improve it, I'll note this on wiki today.
Yeah, it got executed but just failed to have the status remained.
No idea how can you say it's a 100% arma 1.14 issue before making enough test?
Here's the trafo station you want and now I destoryed it:
([0,0,0] nearestObject 1591013) setdamage 1
Watch damage still works:
damage ([0,0,0] nearestObject 1591013)//1
Even though there's no priority for this request, Dwarden still cares about it and kk's analysis deepened my knowledge anyway :)
Wow, awesome! ticket was assigned in less than 20 minutes! Bumped!
Pretty wired, If A3 will automatically delete empty GroundWeaponHolder within a millisecond, so WeaponHolderSimulated won't, unfortunately still no reference.
Other types of vehicles work except 5 weaponholders.
Got it. Closed.
Thanks for reproducing, this is an age-old hunting question with some duplicated compliants posted several months before like http://feedback.arma3.com/view.php?id=5443
It was assigned to Astaroth and it's just a matter of time :)
Can confirm this.
triggerAttachObject can group a trigger with a static building but it will never return true by checking the trigger statement, even the trigger's area covers the grouped building.
And what's more, unlike "triggerAttachedVehicle" which can check back the grouped vehicle, there's no command alone with "triggerAttachObject" to check the grouped object ID back.
So new command "triggerAttachedObject" is also needed.
I suppose BI won't have enough time for this, A3 enabling AI under water positioning and there's still many works to do for exist project, so let alone a much more complex ASL waypoint system.
Bump!
Hope DarkDruid scheduling this tag!
May 9 2016
That should be pretty hard to realize cuz the existing vehicle model defination has to be reworked, more shooting proxies need to be added to each cargo position.
It maybe possible to increase the varity of shooting proxies based on the current weapon the shooter is useing, but what about the animation involved like reloading or aiming inside the vehicle? New animation system need to be added inside vehicles. BI need to concern whether it's necessary to add such function or meaningful. Only special recruited soldier can be fatal shooting from a high moving vehicle while ordinary one doesn't. It's just a matter of wasting bullet.
It'll be pretty cool to shooting while taking a car but the work on such function is huge.
No idea on 64bit but pretty nice on 32bit 4 cores cpu.
Yep, I don't deserve more like deploying machinegun on window or on any static walls, just need the machinegun which can be deployed on the ground matched with awesome animation when soldier is proving.