Experience true combat gameplay in a massive military sandbox. Authentic, diverse, open - Arma 3 sends you to war.
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Experience true combat gameplay in a massive military sandbox. Authentic, diverse, open - Arma 3 sends you to war.
New to Feedback Tracker or just not sure what to do?
Arma 3 Feedback Tracker "How To" Guide
Yes, it is quite hard since both Tanoa, Livonia & rest of islands are using different systems for deciding what value should be used for grassCover. Livonia is using some completely out of the space values and this should be adjusted in first place yet this has to be properly tested and analyzed in first place, which takes time - especially since all islands would have to be changed to use some sensible common system (Livonia is very bad example).
Is it really that hard to fix grass configurations? This spoils the players' experience of the game.
https://community.bistudio.com/wiki/Arma_3:_CfgSurfaces_Config_Reference#AIAvoidStance
https://community.bistudio.com/wiki/Arma_3:_CfgSurfaces_Config_Reference#grassCover
rev 149621
thanks!
Destruction for this has animation but not ruin to spawn, and EH was tied to ruin. Now it fires with objNull for ruin
Seems to happen in 3rd person only
@Mateuus - No. I lost interest in the project. It was a shame. This blocker issue caused it my loss of interest. I found it extremely annoying BIS did not want to help me and treated this issue like I am some common idiot not worthy of using their API. Seriously, why not help me? I would only continue to support the game. Lol. Whatever. Not worth my time…
@moosemilker did you manage to solve it
@BIS_fnc_KK do you mind sharing if this was some object specific issue? aka could this also affect other buildings?
Thank you for reporting the problem.
I've passed it along we will see what we can do.
Sorry your report only has .rpt files, not crash files. (.mdmp and .bidmp)
Your most recent .rpt seems to be of a in progress session.
The second seems to have been shut down normally
And the third has CBA installed, do you also crash without mods installed?
In T166035#2331729, @Dwarden wrote:vanilla units without any mods video would be welcomed
Doesn’t work like that. Anyway if dedmen won’t grab it remind me beginning of july
Maybe you could combine both?! 😅
no, the use case is extremely limited and niche for the whole new command and all eh implementation afterward, besides you can already get next id by adding/removing any eh. Knowing if eh exists is much more useful
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
In T166230#2331914, @BIS_fnc_KK wrote:Get next event handler ID:
what for?
Get next event handler ID:
The preset "Zombie" was deleted through the launcher however the file remained physically there.
vanilla units without any mods video would be welcomed