SaOk 112 Posted March 5, 2015 Now I got, didnt spot there is new default walk-toggle button combination S+W (or W+S). My bad. Share this post Link to post Share on other sites
R3vo 2654 Posted March 5, 2015 I've just noticed that the command setObjectViewdistance will never exceed the object viewdistance set in the grafic options. Is this behaviour intended? I think it makes this command quite useless. Share this post Link to post Share on other sites
St. Jimmy 272 Posted March 5, 2015 Now I got, didnt spot there is new default walk-toggle button combination S+W (or W+S). My bad. New since the release of Arma 3 ;) Share this post Link to post Share on other sites
gossamersolid 155 Posted March 5, 2015 It'd be great if we could possibly get a command to get a unit's squad number (the number shown in the group section). Currently the only way I've figured out to do this is to do a waitUntil the unit's group is the same group as the group you want them to join, then finding the unit's index in the group's unit array, adding 1 to it and storing it as a global variable on the object. Share this post Link to post Share on other sites
petek 62 Posted March 5, 2015 Seeing as we're having tweaks to impacts on weapons (albeit "dirt" at the mo;-)) is there any chance of tweaking hits to unit appearing in the future? I use the excellent "bloodmist" mod but curious if there may be any official tweaks.... Not sure if it's recent behaviour but I've been testing some AI mods and comparing them to vanilla (Very basic NATO and OPFOR rifle squad walking in "safe" mode through a town) and I've noticed that in "safe" the AI gets as close as 200 metres or so before spotting and engaging. This seems really close (even for "safe"). Has it always been like this? cheers Share this post Link to post Share on other sites
bonham 10 Posted March 5, 2015 Raising and lowering weapons needs some attention. There is a serious animation glitch (imo) that forces the player to continue to move when he lowers or raises the weapon (main or sidearm) while moving: http://feedback.arma3.com/view.php?id=17104 In general there should be a section dedicated to animations in the dev branch forum. I know there is an engine limitation but a lot of problems stem from it. Probably also this, magazines diappearing: http://feedback.arma3.com/view.php?id=22926 & http://feedback.arma3.com/view.php?id=22942 And: http://feedback.arma3.com/view.php?id=17859 (rifle on back not moving with player) Share this post Link to post Share on other sites
Greenfist 1863 Posted March 5, 2015 I've just noticed that the command setObjectViewdistance will never exceed the object viewdistance set in the grafic options. Is this behaviour intended? I think it makes this command quite useless. I can set it higher than the one in the options. :confused: My problem with it is that we don't have getObjectViewdistance and that it saves the new value to profile settings and not only within the mission. Share this post Link to post Share on other sites
R3vo 2654 Posted March 5, 2015 I can set it higher than the one in the options. :confused:My problem with it is that we don't have getObjectViewdistance and that it saves the new value to profile settings and not only within the mission. Here's a which shows the issue I'm having. https://www.youtube.com/watch?v=KKivXlO5r3Q&feature=youtu.be And yes, that we don't have an getObjectViewDistant command, is annoying and is a mystery for me. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted March 5, 2015 (edited) Damnit, first they make my WIP Arsenal type addon irrelevant, now they do the same with the group manager. :eek: Admit it BI, where did you plant the cameras in my room? :icon_twisted: Edited March 5, 2015 by Sniperwolf572 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 5, 2015 Here's a which shows the issue I'm having.https://www.youtube.com/watch?v=KKivXlO5r3Q&feature=youtu.be And yes, that we don't have an getObjectViewDistant command, is annoying and is a mystery for me. Why would you want object view distance higher than view distance? The problem with that is that you start seeing floating trees and rocks and literally every object as if it were in a spider web. Share this post Link to post Share on other sites
royaltyinexile 175 Posted March 5, 2015 Damnit The Banana is Dancing in the Hot Summer Sun. :cool: Share this post Link to post Share on other sites
Electricleash 133 Posted March 5, 2015 Imitation is the sincerest form of flattery! ;) Share this post Link to post Share on other sites
R3vo 2654 Posted March 5, 2015 Why would you want object view distance higher than view distance? The problem with that is that you start seeing floating trees and rocks and literally every object as if it were in a spider web. I'm not trying to set objecVD higher then normal VD. The issue with the flying objects is a completely different topic, it has to do with the terrain grid. My video clearly shows the even if I set my VD to 12000, I cannot get a higher objectVD than 1500. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted March 5, 2015 The Banana is Dancing in the Hot Summer Sun. :cool: Touché. I yield. Share this post Link to post Share on other sites
Greenfist 1863 Posted March 5, 2015 (edited) Here's a which shows the issue I'm having.https://www.youtube.com/watch?v=KKivXlO5r3Q&feature=youtu.be And yes, that we don't have an getObjectViewDistant command, is annoying and is a mystery for me. I see. In fact, you can't set object view distance higher than the view distance in the options, even when you increase the view distance with the command. So in your video, the object view distance is limited to 1500. My video clearly shows the even if I set my VD to 12000, I cannot get a higher objectVD than 1500. That's true, because you set the VD to 12000 with setviewdistance, not with the options. I think this is related to the fact that setvd is mission specific, but setobjectvd changes your actual profile settings. Edited March 5, 2015 by Greenfist Share this post Link to post Share on other sites
R3vo 2654 Posted March 5, 2015 I see. In fact, you can't set object view distance higher than the view distance in the options, even when you increase the view distance with the command. So in your video, the object view distance is limited to 1500.That's true, because you set the VD to 12000 with setviewdistance, not with the options. I think this is related to the fact that setvd is mission specific, but setobjectvd changes your actual profile settings. Thanks for the explanation. But should setObjecViewdistance work like setViewDistance ? In my opinion it should overwrite the objVD from the settings menu during the mission. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 6, 2015 It could have been a conscious decision to limit the script-ability of object view distance, for QA reasons. Or else you could get idiot/troll scripters and scenario designers executing code like 'setObjectViewDistance 24000' on the client and causing bad stutter and lag. ---------- Post added at 14:54 ---------- Previous post was at 14:29 ---------- Was something adjusted with the isFlatEmpty function for 1.40?I am getting strange error when using BIS_fnc_findOverwatch ***** Error in expression <rom 0 to 49 do { _checkPos = _targetPos isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];> Error position: <isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];> Error Type Number,Not a Number, expected Number ***** Error position indicates there's could be something wrong with isFlatEmpty_array select 2 or select 3, being max gradient or gradient area. _isFlat = (position _preview) isflatempty [ (sizeof typeof _preview) / 2, //--- Minimal distance from another object 0, //--- If 0, just check position. If >0, select new one 0.7, //--- Max gradient (sizeof typeof _preview), //--- Gradient area 0, //--- 0 for restricted water, 2 for required water, false, //--- True if some water can be in 25m radius _preview //--- Ignored object ]; Going to bang away at it for a bit, there is a chance it's on my end, though I have never seen Error Type Number,Not a Number, expected Number before. *************** EDIT: Resolved. Something has indeed been changed, but with nearestObject, not isFlatEmpty. Prior to 1.40 I had been feeding a position array containing only [X,Y]. Example: _pos = [X,Y]; _refObj = nearestObject [_pos,'All']; And all was fine and dandy. Now in 1.40 _pos = [X,Y]; _refObj = nearestObject [_pos,'All']; diag_log (str _pos); // [15000,15000,[color="#FF0000"]NaN[/color]] _checkPos = [color="#FF0000"]_pos[/color] isFlatEmpty [3,0,0.5,5,0,FALSE,objNull]; // Error Type Number,Not a Number, expected Number The fix: _pos = [X,Y,[color="#008000"]Z[/color]]; _refObj = nearestObject [_pos,'All']; diag_log (str _pos); // [15000,15000,[color="#008000"]0[/color]] Carry on ... And some documentation of the issue: Fixed: Added support for NaN values for operators and maths functions http://dev.arma3.com/post/spotrep-00039 Share this post Link to post Share on other sites
Greenfist 1863 Posted March 6, 2015 It could have been a conscious decision to limit the script-ability of object view distance, for QA reasons.Or else you could get idiot/troll scripters and scenario designers executing code like 'setObjectViewDistance 24000' on the client and causing bad stutter and lag. No, with setobjectviewdistance you can manipulate any player's video options. Here, play my mission in which I set your object VD to 50m. Then you can have fun figuring out why you can't see anything in any other mission you play afterwards. Now that's trolling. :) Share this post Link to post Share on other sites
R3vo 2654 Posted March 6, 2015 No, with setobjectviewdistance you can manipulate any player's video options. Here, play my mission in which I set your object VD to 50m. Then you can have fun figuring out why you can't see anything in any other mission you play afterwards. Now that's trolling. :) You can literally set it to 0. If it's for QA reasons, then it has to have a lower limit, too Share this post Link to post Share on other sites
bonham 10 Posted March 6, 2015 Small bug made it's way into DEV branch, at least I've never noticed this before: http://feedback.arma3.com/view.php?id=22964 Share this post Link to post Share on other sites
das attorney 858 Posted March 6, 2015 setTrafficGap ? Randomly found this when doing some stuff in the debug console. It isn't in the scripting wiki for Arma 3 but is in the TOH wiki. https://community.bistudio.com/wiki/setTrafficGap (The other related commands show up as well enableTraffic, setTrafficDensity etc) So is this a relic from yesteryear development, or is it something new (ported over) to be worked on? edit: hmm, could have just been bulk-ported over https://community.bistudio.com/wiki/Category:Take_On_Helicopters:_New_Scripting_Commands_List Share this post Link to post Share on other sites
msy 22 Posted March 6, 2015 Have you noticed that in the dev branch there is a bug which cause you move slowly as walking pace? 1. Enter the editor 2. Set you as a soldier 3. start preview and move around by using WASD -- It is all ok but! 4. abort to editor and choose continue(it is critical because I think the bug has something with it) 5. try to move around by using WASD -- you can only walk! you must press W+S to change the pace. This happened days ago and can always be replicated! Share this post Link to post Share on other sites
R3vo 2654 Posted March 6, 2015 Have you noticed that in the dev branch there is a bug which cause you move slowly as walking pace?1. Enter the editor 2. Set you as a soldier 3. start preview and move around by using WASD -- It is all ok but! 4. abort to editor and choose continue(it is critical because I think the bug has something with it) 5. try to move around by using WASD -- you can only walk! you must press W+S to change the pace. This happened days ago and can always be replicated! Standard pace has been set to walk in 1.40 so far I know. Whether this is intended or not, I don't know. Share this post Link to post Share on other sites
bonham 10 Posted March 6, 2015 This has been mentioned before, I use a key to toggle walking, once pressed I can move around normally. It's just that at the beginning of a mission the toggle is set to "walk", not "run". Share this post Link to post Share on other sites
supercereal4 29 Posted March 6, 2015 Standard pace has been set to walk in 1.40 so far I know. Whether this is intended or not, I don't know. I would hope that it's not intended. It's more of an annoyance than anything else. The only time I ever walk is when I'm in an urban environment. Share this post Link to post Share on other sites