- User Since
- Mar 21 2013, 8:11 AM (437 w, 17 h)
Appears to be working fine. Thanks!
Sun, Aug 1
Fri, Jul 30
I suppose this should be closed as #lightreflector in da house 🤔
Thu, Jul 15
Yet another shameless bump.
Just to note just the first soundDuration <file> would suffice obviously, the rest was just crazy talk...
Sat, Jul 10
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 22 2020
True, now to think of it it's possible I'm mixing this with some splitString related thing. Been a while I've even dealt with these.
Jun 20 2020
If my memory serves me right I had some trouble using toArray on a string that is to be parsed with paserSimpleArray.
The string has to be "sanitized" because it may contain things that parseSimpleArray no longer likes (nulls, or strings of direct object references to non-existing objects (as in "#01923: whatever.p3d" or whatever) and if I remember correctly toArraying such string would somehow produce erroneous result.
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. >:(
They're quite annoying to work with when using the NV view as well.
TBH annoying to work with all together so hopefully that hide action comes in soonish..
This same thing kinda extends to the group attributes as well regarding the formations:
The units don't start in the formation you set them in; as in they do have the formation set correctly but they move to it from the default formation after mission start which looks kinda dumb.
Imagine let's say a large combat element of several groups starting somewhere to move forwards and all the vehicles and infantry drive and run around like headless chickens for a while to get to their format position if the format is set to something else than wedge..
But I guess this is getting to be an issue of it's own already...
Yes, that's what happens with AI, you can hear the AI commanding the group to the formation etc given in the WP, they don't start with the WP set attributes like in the 2D editor.
This is I guess a bit of a non-issue, although wouldn't mind if this worked like it used to. Completely fine if devs don't wanna to waste time on this, probably way more widely useful stuff to add/fix..
Fully aware of the group attributes (which a very nice addition, just wish the init box on it wasn't greyed out.. ;) ), I use a _lot_ of scripted crap in my missions and while checking out how the importing etc works noticed that the group related attributes weren't 'fed' into the group like before.
Wasn't using the WP's to do that, this just caught my peripheral vision..
Admittedly I worded this quite badly; what I meant is that if you attach the group's first waypoint to the group _itself_ (as in create the first waypoint on the group leader, for whatever reason) the waypoint attributes should apply to the group.
Obviously did not mean they should apply to any enemy units etc, come on.. :P
Surely you can make the distinction between the waypoint being attached to it's owner and not an enemy or any other object.
Seems to have been silently fixed (oh, the pun) a few dev branches ago..
Completely forgot that one, added that to the wishlist too.
Added couple of more wishes: