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- User Since
- Oct 7 2021, 6:47 PM (162 w, 6 d)
Oct 19 2024
Sep 22 2024
I believe it is related to the fact that the player is touching the ground at the time
Sep 10 2024
This is still an issue in 2.16.151618.
Sep 9 2024
I cannot see which script file it was, but the "modParams" command was at line number 374.
Aug 15 2024
ammo_box addWeaponCargo ["MineDetector", 1]
-> MineDetector has no weight and can be equipped as secondary weapon.
Aug 12 2024
Thanks for clarifying.
Is there any chance that it could be updated to return false when it's not capable, despite not being part of the original intent/design?
Aug 7 2024
As far as I have been able to test in 2.17.152062, this now works as advertised.
As far as I have been able to test in 2.17.152062, this now works as advertised.
As far as I have been able to test in 2.17.152062, this now works as advertised.
Jul 25 2024
AISFinishHeal doesn't work in this case at all. I have found that resetting their animation finishes the action and heals them:
Jul 24 2024
Jul 18 2024
Jul 16 2024
This is still an issue in 2.16.
As far as I can tell, this is no longer an issue, the actions don't reset the fire mode.
Jul 15 2024
Jul 5 2024
Would the new one have the same hash?
Jun 17 2024
Jun 4 2024
Tested with the latest profiling branch - has indeed been fixed. Tyvm!
Tested with the latest profiling branch - has indeed been fixed. Tyvm!
May 18 2024
As actionKeysEx was added, imo this is resolved (it does the job well for me).
Still an issue in 2.17.151825.
May 8 2024
I tested addMagazineCargo, addItemCargo and addMagazineAmmoCargo, all are fixed. Tyvm!
May 6 2024
Any chance to see removeMagazineTurret get the same treatment as addMagazineTurret did (i.e. getting a third optional parameter specifying the ammo count)?
Can you close https://feedback.bistudio.com/T122981 and https://feedback.bistudio.com/T80537, as they are related to the fix?
It's not really related to this, but https://feedback.bistudio.com/T79683 can be closed too.
May 4 2024
I'm looking forward to the next profiling branch!
Apr 27 2024
Bug 1 seems to have been fixed, as I can't reproduce it.
However, bug 2 still persists unfortunately. It happens only if the player doesn't have the throwable class that's added with the command.
Apr 10 2024
I have tested on the latest profiling branch using both BI and ACE arsenal - seems to have been resolved. Thank you very much!
Apr 4 2024
Mar 4 2024
Mar 3 2024
Feb 3 2024
It would be very nice to see the following be implemented:
Dec 17 2023
Nov 8 2023
I can confirm this has been fixed in profiling branch 2.14.151142.
Nov 6 2023
Sep 15 2023
I understand it's how the game works, however when disassembled a drone should be hidden from the zeus interface, to prevent issues.
Sep 13 2023
Aug 24 2023
This issue is still present it seems. However, I can't' provide proper steps to replicate, as the server where it occurred is modded. All I know is that upon exiting the ACE Arsenal, some code (written by me, not ACE) which boils down to player setUnitLoadout getUnitLoadout player is run, which I believe causes the desync issue.
Aug 3 2023
Aug 2 2023
Unfortunately still broken in rev 150832.
I can confirm that this issue has been addressed, can be closed.
This can be closed, it's been addressed.
player addWeapon "vn_m79_p"; player addWeaponItem ["vn_m79_p", ["vn_40mm_m576_buck_mag", 1, "vn_m79_p_shot_muzzle"], true]; getUnitLoadout player select 2 // Returns ["vn_m79_p","","","",[],["vn_40mm_m576_buck_mag",1],""]
That's fixed.
Jul 21 2023
Thank you very much.
Jul 20 2023
Is this a secondary muzzle mag showing as primary muzzle but not being loaded at all? or is it added to secondary muzzle but shows in primary muzzle array? Is it the only mag in the weapon? What happens if you have both mags
Jul 12 2023
Oct 8 2022
Oct 4 2022
After a small message exchange with Dedmen, he told me to include all the following information in the ticket:
Oct 2 2022
Sep 30 2022
Sep 28 2022
This ticket can be closed, as it has been addressed.
Sep 27 2022
Sep 26 2022
Sep 24 2022
This is still broken for 2.10, would be nice if this could be addressed.
getUnitFreefallInfo takes a local argument, not a remote one, even though setUnitFreeFallInfo has a global effect.
If there is a bug, you have to check by switching locality on a unit (which can be only done with an AI) - like this:
Sep 17 2022
I can confirm that this issue has been addressed, I think this ticket can be closed.
Sep 11 2022
As far as I can tell, this issue has been addressed, I haven't had any crashes since.
For me, this ticket can be closed.
Mar 18 2022
Testing some more today (with one self-hosted server (host), other client) revealed that if the locality of the AI is changed, it fixes this bug - but only for the PC it was set local to.
So in my case it made it possible to pick up items from a dead body local to my connected client, but from my host I couldn't pick anything up from that body anymore.
When I made the body local to the host again, I could pick stuff up on the host again, but not from the connected client.
Feb 18 2022
I like the new syntax of actionKeys. It makes some things previous impossible possible. However I have a request: