- User Since
- Mar 21 2013, 8:11 AM (506 w, 6 d)
Sep 16 2022
So a metric ton of new eventhandlers added but still no to this? :(
Or am I just blind and dumb as usual..
Apr 14 2022
Feb 19 2022
Jan 8 2022
Did some quick testing and seems to work.
Nov 19 2021
Sad sound panda :(
Oct 23 2021
Completely shameless bump in form of a question: did you find out this is feasible to do?
Oct 20 2021
This probably should return things like the knowsAbout value and such? And stuff the command targetKnowledge returns?
Sep 27 2021
Sep 11 2021
Seems to me that these are working fine, thanks once again :)
Sep 6 2021
Shameless bump and further counter argument: CBA playerEvent doesn't work for the AI because playerEvent.
Same goes for the weaponSwitch event request: https://feedback.bistudio.com/T151696
Aug 31 2021
Really badly worded :D but tried to say that the only existing command to get info about vehicle carried stuff is the "rearm ammo cargo" an ammo vehicle carries (getAmmoCargo), no command to get what the vehicle carries in the "inventory".
Aug 28 2021
Apparently the mass value has nothing to do with weight (which is correct though because mass != weight), what a ex-BI dev said it's calced with something like model volume * some arbitrary object density value pulled out of thin air.
Aug 27 2021
Just read the discord discussion about this, a wee bit messy indeed.
So ounce is good I guess, although as the density is arbitrary then the ounce thing also gets messy I suppose.
I was told the the mass of things like weapons is something arbitrary; I had a short discussion about this with Dedmen some months ago on arma discord community_wiki channel and the answer was "mass is a arbitrary unit, not a weight".
So I assume the formula that calcs the load is based on the arbitrary unit used for the mass of inventory objects, whatever that may be.
Aug 20 2021
Aug 12 2021
Non-full mag in main muzzle and non-full mag in secondary muzzle:
- only reloads the main muzzle, secondary muzzle stays untouched.
- If secondary muzzle is selected only hand gesture is played, none of the weapon anims play (as the main muzzle mag gets reloaded). If main muzzle is selected all anims play correctly
Aug 5 2021
Appears to be working fine. Thanks!
Aug 1 2021
Jul 30 2021
I suppose this should be closed as #lightreflector in da house 🤔
Jul 15 2021
Yet another shameless bump.
Just to note just the first soundDuration <file> would suffice obviously, the rest was just crazy talk...
Jul 10 2021
And another shameless bump..
Similar requests have been made several times in addition to this one so clearly there would be use for this. 🤔
Seems to be working fine. Much appreciated.
Jul 2 2021
Shameless bump; any hope we might be getting this one?
Jun 26 2021
Appears to be working fine, thanks.
May 2 2021
Wouldn't mind if also a command to return all ehs handlers of any type would be added, similar to what diag_allMissionEventhandlers does but for the rest of the types, and return would be in format of something like:
["eh type", [handler ids], "eh type 2", [handler ids].. ]
Mar 18 2021
Jan 20 2021
Jan 18 2021
Dec 9 2020
Seems that since this is a normal addaction action it's faded out according to class CfgInGameUi -> class PlayerInfo dimmStartTime/dimmEndTime 🤔
Dec 3 2020
This would be useful, would be neat if it also returned what some remoteExecCalled function/command might return 🤔
Nov 30 2020
Maybe add createSoundSource into the list as well 🤔
Nov 2 2020
It's nice to have this lock all inventories though so don't go "fixing" that :P
Nov 1 2020
Oct 30 2020
This is basically a duplicate of my slightly older suggestion, so gonna be an a-hole and bump it here if we'd get both of these events 😛
Oct 22 2020
'action' is some old OFP era relic I guess, it also seems to have a length limit so if you're in a bad habit like me and writing code into those config events you might end up scratching your head when code breaks with weird errors
Oct 13 2020
Oct 10 2020
Aug 31 2020
Aug 26 2020
Undoubtedly this would be complex issue, and most likely undoable but just throwing it out there.
I didn't do much of actual testing how the command itself works, mainly went by the wiki description and some experiences from the olden times.
Aug 22 2020
Yes, it indeed seems to work better now. Huge thanks! 👍
Aug 17 2020
Aug 8 2020
Exactly that kind of command has been on my whislist as well, but I thought I'd test the waters first with something I would have needed recently.
Aug 7 2020
Aug 6 2020
Aug 2 2020
Jul 31 2020
Jul 27 2020
Jul 13 2020
Jul 11 2020
I had exactly the same experience as Leopard20. Objnull until I assigned the target, AI calling out targets but all was objnull until I assigned it. The only difference to assignedTarget was that after the target was killed assignedTarget went null but this command still returned the target.
Jul 9 2020
Jun 15 2020
Jun 14 2020
Jun 13 2020
Jun 12 2020
I know about the CBA stuff but would argue that engine solution would always be better.
Jun 11 2020
Jun 1 2020
May 22 2020
May 24 2019
Aug 23 2018
Feb 3 2018
This is still happening, should I assume that not going to be fixed at this stage?
Dec 2 2017
Nov 6 2017
Sep 8 2017
Apr 26 2017
Feb 4 2017
Oops, used 'condition' instead of 'probability', typo fixed..
Jan 27 2017
May 24 2016
Well, this does explain some things...
May 22 2016
May 11 2016
If there's no way to shield yourself from this storm damage I don't really see what it would add to the gameplay regardless of how realistic it is, other than a major annoyance and frustration.
Especially when you don't seem to get any weather forecasts until you have launched your vehicle...
Helps only to the camera lenses, the winds actually break parts off of the rover.
Doesn't seem to be fixed, the mission is for some reason possible to be assigned to a lander and a rover, and only rover can complete it properly as the photo task can fail if the lander doesn't land precisely to a correct position and the mentioned rock analyzis etc can't be completed with a lander..
In fact, when you select the mission from the map it launches a lander.
Confirming, I have a TV as secondary monitor (using "Extend desktop to this monitor" setup in windows) and even though it's not switched on this happens.
This happens to me as well, funnily enough I accidentally "alt-tabbed" out of the game (when you have two monitor setup and you move the mousepointer out from the primary monitor from the right edge the game "alt-tabs" itself. Perhaps worth of it's own ticket..) and activated the game again -> pressed 'go to lab' but nothing happened.
Alt-tabbed and went back in, that caused the camera to go black for a while, then suddenly the camera was moving in some corridor then suddenly froze, alt-tabbed and went back in again, camera was in black again but after a short while suddenly the lab appeared..
This doesn't stop me from playing, 'go to map' works just fine. Returning from Mars to the control rooom (F1) sometimes works but usually it brings up either an image like the one attached to this ticket, or otherwise similar but you see the corridor leading to the lab on the right edge of the image (from quite far away). Sometimes it's Mars scene with missing sky and ground, only some rock formations..
May 10 2016
This bug was/is weird, just now realised it kinda protects you from it; if you had a 'empty' trigger which was later turned into a radio trigger via scripting there was no crash when pressing 0 (zero) and the radio call did not appear in the UI.
Dunno if related or a separate bug..
Seems to have been silently fixed in today's dev update
After importing you have to save the mission, load it up again (as the eden verison, not import, obviously) and the description.ext stuff should work..
Actually when you import a mission and use any of the quicker previews (play from here, play as character) the desc..ext and init.sqf don't get run at all unless you do that above mentioned.
Did additional testing with this last night and it appears there's some code in the AI routines that deserves a special place in byte-Hell making the AI immediately telepathically aware of satchel setter because can't find anything in the configs that could be to blame..
Oddly the 'FiredNear' eventhandler gets triggered for the enemy when setting explosives near them. So the AI code considers a 'Put' weapon being fired nearby as a weapon being fired.. I feel a triple-facepalm coming..
But it does trigger for all of the demo types so dunno why the satchel is so special, again. >:(