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Experience true combat gameplay in a massive military sandbox. Authentic, diverse, open - Arma 3 sends you to war.

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Recent Activity

Today

Leopard20 added a comment to T166230: [Feature Request] New scripting commands for validating event handlers.

Actually I thought of a use case for that one.
Let's say you want to add handleDamage event handler, but you want your EH to be always on "top" (since only the last handle damage EH can override the damage)
So you can do something like:

if (getNextEventHandlerID [...] - _thisEventHandler > 1) then { //another EH is on top, so remove this one and readd to put it on top
Sun, Jun 26, 1:38 PM · Arma 3
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Sun, Jun 26, 1:31 PM · Arma 3
Leopard20 added a comment to T166230: [Feature Request] New scripting commands for validating event handlers.

Get next event handler ID:

what for?

Sun, Jun 26, 1:24 PM · Arma 3
soldierXXXX created T166244: [Feature request] removeMagazineTurret optional parameter-removeLoaded.
Sun, Jun 26, 12:01 PM · Arma 3
BIS_fnc_KK added a comment to T166230: [Feature Request] New scripting commands for validating event handlers.

Get next event handler ID:

Sun, Jun 26, 8:59 AM · Arma 3
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Sun, Jun 26, 8:04 AM · Arma 3
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Sun, Jun 26, 8:04 AM · Arma 3
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Sun, Jun 26, 7:55 AM · Arma 3
Degman updated the task description for T166242: Tracked Vehicles: gunner "Turn out" hides turret's missiles.
Sun, Jun 26, 5:57 AM · Arma 3
Degman created T166242: Tracked Vehicles: gunner "Turn out" hides turret's missiles.
Sun, Jun 26, 5:57 AM · Arma 3

Yesterday

tyl3r99 added a comment to T166232: Presets not being fully deleted.


Attached preset - maybe you can check for fault i dunno lol

Sat, Jun 25, 1:26 PM · Arma 3
tyl3r99 added a comment to T166232: Presets not being fully deleted.

The preset "Zombie" was deleted through the launcher however the file remained physically there.

Sat, Jun 25, 1:25 PM · Arma 3
tyl3r99 added a comment to T166232: Presets not being fully deleted.

Sat, Jun 25, 1:19 PM · Arma 3
tyl3r99 added a comment to T166232: Presets not being fully deleted.

Sat, Jun 25, 1:18 PM · Arma 3
tyl3r99 created T166232: Presets not being fully deleted.
Sat, Jun 25, 1:17 PM · Arma 3
Dwarden added a comment to T166035: Please cure ugly movement bugs in prone position!.

vanilla units without any mods video would be welcomed

Sat, Jun 25, 12:57 PM · Arma 3
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Sat, Jun 25, 10:42 AM · Arma 3
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Sat, Jun 25, 10:37 AM · Arma 3
Leopard20 created T166230: [Feature Request] New scripting commands for validating event handlers.
Sat, Jun 25, 10:37 AM · Arma 3
daraltaibeen added a comment to T166041: Feature Request: Allow scripts to reference memory points on proxied items (ex. lasers and scopes on rifles).
Sat, Jun 25, 5:36 AM · Arma 3

Thu, Jun 23

1212PDMCDMPPM added a comment to T154323: deleteLocation unable to delete default map locations.

It seems to be a perfect solution !
Thx again !

Thu, Jun 23, 8:27 PM · Arma 3
dedmen changed the status of T154323: deleteLocation unable to delete default map locations from New to Feedback.

dev-branch next week.
Deleting which you requested is not possible, but you can setType them to "Invisible" to get rid of them.

Thu, Jun 23, 3:46 PM · Arma 3
mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

@Cyruz I suggested a good solution above. By default, this disappears, just like it would in real life. But in the properties of the object there should be a checkbox - "do not delete in case of destruction of buildings".
Or do you think that each user will have the skills of scripting knowledge?

Thu, Jun 23, 3:01 PM · Arma 3
devin added a comment to T165916: Mic Issues.

You don't use mods such as TFAR and ACRE2 correct? They use Teamspeak.

Thu, Jun 23, 12:38 PM · Arma 3
Cyruz added a comment to T63050: Bodies float in air after building is destroyed..

I personally have a scripted solution that fixes floating bits after building destruction so it doesn't impact me, however just because your usecase wants this by default, others might not. As KZK said, it's not getting implemented so it's a mute point.

Thu, Jun 23, 12:37 PM · Arma 3
mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

If an object was placed floating, I'd rather it was kept floating. Admins/mission makers can script the rest, deleting stuff is undesired.

Thu, Jun 23, 12:25 PM · Arma 3
Cyruz added a comment to T63050: Bodies float in air after building is destroyed..

If an object was placed floating, I'd rather it was kept floating. Admins/mission makers can script the rest, deleting stuff is undesired.

Thu, Jun 23, 11:34 AM · Arma 3
Leopard20 added a comment to T165916: Mic Issues.

You don't use mods such as TFAR and ACRE2 correct? They use Teamspeak.

Thu, Jun 23, 5:20 AM · Arma 3
devin added a comment to T165916: Mic Issues.

Hi, unfortunately you haven’t posted any information about make and model of your headset, or anything that could help troubleshooting your issue.

Thu, Jun 23, 4:01 AM · Arma 3
devin added a comment to T165916: Mic Issues.

Hi, unfortunately you haven’t posted any information about make and model of your headset, or anything that could help troubleshooting your issue.

Thu, Jun 23, 4:00 AM · Arma 3
BIS_fnc_KK added a comment to T165916: Mic Issues.

Hi, unfortunately you haven’t posted any information about make and model of your headset, or anything that could help troubleshooting your issue.

Thu, Jun 23, 2:11 AM · Arma 3
devin added a comment to T165916: Mic Issues.

any help would be greatly appreciated..getting annoyed with not being able to communicate verbally with other players in arma

Thu, Jun 23, 1:43 AM · Arma 3

Wed, Jun 22

BIS_fnc_KK changed the status of T163762: [Request] snowflake texture for use with rainParams from New to Feedback.
Wed, Jun 22, 6:53 PM · Arma 3
BIS_fnc_KK added a comment to T163762: [Request] snowflake texture for use with rainParams.

next dev "\A3\Data_f\snowflake16_ca.paa"

Wed, Jun 22, 6:53 PM · Arma 3
BIS_fnc_KK changed the status of T122234: [1.67 DEV] BuildingChanged eventhandler does not trigger for Land_Hangar_F from New to Feedback.
Wed, Jun 22, 4:53 PM · Arma 3
BIS_fnc_KK added a comment to T122234: [1.67 DEV] BuildingChanged eventhandler does not trigger for Land_Hangar_F.

Should be fixed in 149592

Wed, Jun 22, 4:53 PM · Arma 3
BIS_fnc_KK claimed T122234: [1.67 DEV] BuildingChanged eventhandler does not trigger for Land_Hangar_F.
Wed, Jun 22, 12:38 PM · Arma 3

Tue, Jun 21

devin added a comment to T165916: Mic Issues.

Are you using a wired or bluetooth microphone?
Arma 3 has been known to cause some issues with bluetooth headsets.

Tue, Jun 21, 11:23 PM · Arma 3
pcc added a comment to T127940: Vehicles missing hit able crew.

Prefer no crew fire geometry for all tanks and APCs. It would solve this: https://feedback.bistudio.com/T163706
It should also boost game performance.
Crew fire geometry should also be removed for all UAVs too.

Tue, Jun 21, 9:24 PM · Arma 3
instagramschrift added a comment to T127940: Vehicles missing hit able crew.
Tue, Jun 21, 11:11 AM · Arma 3
renupune1 added a comment to T164440: [Request] SQF command to return current AI visibility.
Tue, Jun 21, 10:49 AM · Arma 3
renupune1 added a comment to T164440: [Request] SQF command to return current AI visibility.
Tue, Jun 21, 10:49 AM · Arma 3
Fruitbat100 created T166098: Application hang.
Tue, Jun 21, 12:14 AM · Arma 3

Mon, Jun 20

LSValmont added a comment to T63050: Bodies float in air after building is destroyed..

Great post it on wiki

I was kinda hoping it could be added as an in-engine solution, but ok! 😅

Mon, Jun 20, 8:59 PM · Arma 3
dedmen changed the status of T151907: [Feature Request] New scripting command: getTerrainInfo from New to Feedback.

getTerrainInfo
on stratis
[32,256,4,2048,0]

Mon, Jun 20, 12:56 PM · Arma 3
BIS_fnc_KK added a comment to T63050: Bodies float in air after building is destroyed..

it cannot be. some objects may not be intended to fall by mission designer (weapon holders excluded as this is game generated every time someone drops stuff in houses) Sandbags are not game generated, you are free to take care of clean up too

Mon, Jun 20, 8:45 AM · Arma 3
Leopard20 added a comment to T63050: Bodies float in air after building is destroyed..

Great post it on wiki

Mon, Jun 20, 8:41 AM · Arma 3
BIS_fnc_KK added a comment to T63050: Bodies float in air after building is destroyed..

Great post it on wiki

Mon, Jun 20, 8:32 AM · Arma 3
Linaht added a comment to T165849: Event handler IncomingMissile firing twice.
Mon, Jun 20, 5:38 AM · Arma 3
Leopard20 added a comment to T63050: Bodies float in air after building is destroyed..

Sample script (needs a bit polish):

addMissionEventHandler ["BuildingChanged", {
	params ["_building"];
	{
		_obj = _x;
		_objPos = getPosASL _obj;
		_begPos = _objPos vectorAdd [0,0,0.5];
		_endPos = +_objPos;
		_endPos set [2, getTerrainHeightASL _objPos - 1];
		
		_touchesBuilding = false;
		_touchOffset = 0;
		{
			if (_x#3 == _building) then {
				_touchOffset = _objPos#2 - _x#0#2;
				_touchesBuilding = _touchOffset < 0.5;
			} else {
				if (_touchesBuilding) then {
					_obj setPosASL (_x#0 vectorAdd [0,0,_touchOffset]);
				}
			}
		} forEach lineIntersectsSurfaces [_begPos, _endPos, _obj, objNull, true, -1, "ROADWAY", "GEOM"];
	} forEach nearestObjects [getPosWorld _building, [], boundingBoxReal _building # 2, true]
}];
Mon, Jun 20, 5:37 AM · Arma 3