R3vo 2654 Posted July 2, 2015 I'm getting this error message when starting of my missions since I've been on dev branch: 15:38:21 Error in expression <t) exitWith {}; }; _foundPos }; Param = { private["_passed_this", "_parameter> 15:38:21 Error position: <= { private["_passed_this", "_parameter> 15:38:21 Error Reserved variable in expression 15:38:23 Generating ST on the fly is very slow Anyone knows what that means? It doesn't refer to one of my own scripts. Share this post Link to post Share on other sites
Greenfist 1863 Posted July 2, 2015 I'm getting this error message when starting of my missions since I've been on dev branch:Anyone knows what that means? It doesn't refer to one of my own scripts. I think it's the param = {... since param is a command now. It might be in some BIS function or a mod? Share this post Link to post Share on other sites
R3vo 2654 Posted July 2, 2015 I searched through all my files with Notepad++ for a word called param, but I didn't find anything. That's strange. Could it be that one of BIS' functions uses the variable param? Share this post Link to post Share on other sites
Tom_48_97 523 Posted July 2, 2015 I 'm unable to find such code in the our functions: Searching 1063 files for "_passed_this" 0 matches across 0 files Have you searched in the FSM files of your mission? In addition, do you use any mod? Share this post Link to post Share on other sites
R3vo 2654 Posted July 2, 2015 (edited) I didn't use any mods, and there are no FSM files in my mission as far as I know. Edited July 3, 2015 by R3vo Share this post Link to post Share on other sites
teilx 4 Posted July 2, 2015 BI, why is the damage system still so ugly since Early Access? Share this post Link to post Share on other sites
DancZer 65 Posted July 3, 2015 Here is the related ticket: http://feedback.arma3.com/view.php?id=12128 Share this post Link to post Share on other sites
roberthammer 582 Posted July 3, 2015 (edited) Fixed: Switching optics mode resets zeroing Finally - lets hope that it works ;) yes it does yay Edited July 3, 2015 by RobertHammer Share this post Link to post Share on other sites
SilentSpike 84 Posted July 3, 2015 Fixed: Many tweaks, fixes and improvements in translations This reminds me, does anyone know if there's a localized string for "careless" (I assume there must be since it's a behaviour type like all the others). The other behaviours follow this format: STR_safe STR_aware STR_combat STR_stealth However the same for "careless" doesn't seem to exist (or I couldn't find it). Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 3, 2015 Finally - lets hope that it works ;) yes it does yay Does the PP effect from the initial optic you went into ADS with still stay when you toggle between them? Can't check right now. (Look down HAMR optic > Switch to HAMR red dot > HAMR optic PP (blur on edges) is still active > Leave ADS > Re-enter ADS > HAMR red dot PP active (none) > Switch to HAMR optic > HAMR optic has no PP) Share this post Link to post Share on other sites
roberthammer 582 Posted July 3, 2015 Does the PP effect from the initial optic you went into ADS with still stay when you toggle between them? Can't check right now.(Look down HAMR optic > Switch to HAMR red dot > HAMR optic PP (blur on edges) is still active > Leave ADS > Re-enter ADS > HAMR red dot PP active (none) > Switch to HAMR optic > HAMR optic has no PP) PP blur thing is still there http://feedback.arma3.com/view.php?id=23741 http://feedback.arma3.com/view.php?id=22337 Share this post Link to post Share on other sites
Locklear 214 Posted July 3, 2015 This reminds me, does anyone know if there's a localized string for "careless" (I assume there must be since it's a behaviour type like all the others). The string you're looking for is str_combat_careless. Share this post Link to post Share on other sites
SilentSpike 84 Posted July 3, 2015 (edited) The string you're looking for is str_combat_careless. Thanks, that's perfect! I wonder why I couldn't find it in any of the language PBOs, do you happen to know where I can find it? There are some related strings I could also make use of. Edited July 3, 2015 by SilentSpike Share this post Link to post Share on other sites
Locklear 214 Posted July 3, 2015 This particular string, with many others, is in dta\languagecore_f.pbo. The location of the addon might be the reason why some strings are avoiding your search. :) Share this post Link to post Share on other sites
SilentSpike 84 Posted July 3, 2015 Again, perfect! :) I notice by the way that the "str_hc_menu_speed" string (in that file) may have an erroneous colon within the French translation. Share this post Link to post Share on other sites
Locklear 214 Posted July 3, 2015 Indeed it has. It should be fixed in the next dev-branch update. Thank you for noticing! :) Share this post Link to post Share on other sites
teilx 4 Posted July 3, 2015 Here is the related ticket: http://feedback.arma3.com/view.php?id=12128 thanks, but there is not a single anwser from a BI Dev......... only I am not BIS - I'm a volunteer moderator and otherwise player, just like you. Just like the whole low CPU/performance and many other Discussions a big shame Share this post Link to post Share on other sites
2nd ranger 282 Posted July 3, 2015 Fixed: Goat, chicken and sheep no longer stuck in animation after a few seconds Using the animal module, only two animals will move. The rest will stand frozen. Sometimes the frozen ones turn to face another direction, and sometimes they slide along the ground, but they play no animation at all. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 3, 2015 Using the animal module, only two animals will move. The rest will stand frozen. Sometimes the frozen ones turn to face another direction, and sometimes they slide along the ground, but they play no animation at all. Also Dogs and Snakes had the issue in 1.46, even rabbits had strange recursive animation issues, would check all animals not just goats/chicken/sheep. Share this post Link to post Share on other sites
tpw 2315 Posted July 3, 2015 It gives me a disproportionate amount of pleasure to see the return of properly functioning sheep, goats and chickens. Thank you devs! As noted above, dogs still stay rooted to the spot (although at least animating some of the time), and snakes are totally paralysed. And I might just make mention of the rabbit plague too! Share this post Link to post Share on other sites
rübe 127 Posted July 4, 2015 Fixed: Wrong smoke color for smokes thrown into the water (http://feedback.arma3.com/view.php?id=15875) That's cool and all, but this: http://feedback.arma3.com/view.php?id=24672 ...is kind of a showstopper. :don 16: Share this post Link to post Share on other sites
das attorney 858 Posted July 4, 2015 Fixed: Goat, chicken and sheep no longer stuck in animation after a few seconds On top of observations from other posters, CAManBase class agents are stuck still. This doesn't work: X_spawnPos = player modelToWorld [0,20,0]; X_unit = createAgent ["C_man_1_1_F",X_spawnPos, [], 0, "NONE"]; X_unit moveTo position player; Neither does this: X_spawnPos = player modelToWorld [0,20,0]; X_unit = createAgent ["C_man_1_1_F",X_spawnPos, [], 0, "NONE"]; X_unit setVariable ["BIS_fnc_animalBehaviour_disable", true]; // don't know if relevant but makes no difference anyway X_unit moveTo position player; Share this post Link to post Share on other sites
altis 12 Posted July 5, 2015 Ive only started noticing AI ragdoll where killed units will roll down a hill (as if they were dead :D) in a pretty believable looking way, and im not getting that 'jump' they used to do before dying, it does happen every now and then, maybe they are healing or doing some other animation when it happens, kinda random, but starting to look really good in this area, nice work! Share this post Link to post Share on other sites
danil-ch 165 Posted July 6, 2015 Blood tube-like graphical error still not fixed :( 0:28 Share this post Link to post Share on other sites
killzone_kid 1333 Posted July 6, 2015 On top of observations from other posters, CAManBase class agents are stuck still.This doesn't work: X_spawnPos = player modelToWorld [0,20,0]; X_unit = createAgent ["C_man_1_1_F",X_spawnPos, [], 0, "NONE"]; X_unit moveTo position player; Neither does this: X_spawnPos = player modelToWorld [0,20,0]; X_unit = createAgent ["C_man_1_1_F",X_spawnPos, [], 0, "NONE"]; X_unit setVariable ["BIS_fnc_animalBehaviour_disable", true]; // don't know if relevant but makes no difference anyway X_unit moveTo position player; This works just fine: [color="#FF8040"]X_spawnPos [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]modelToWorld[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]20[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] X_unit [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]createAgent[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"C_man_1_1_F"[/color][color="#8B3E2F"][b],[/b][/color]X_spawnPos[color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"NONE"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] X_unit [color="#191970"][b]disableAI[/b][/color] [color="#7A7A7A"]"FSM"[/color][color="#8B3E2F"][b];[/b][/color] X_unit [color="#191970"][b]setBehaviour[/b][/color] [color="#7A7A7A"]"CARELESS"[/color][color="#8B3E2F"][b];[/b][/color] X_unit [color="#191970"][b]moveTo[/b][/color] [color="#191970"][b]position[/b][/color] [color="#000000"]player[/color][color="#8B3E2F"][b];[/b][/color] [/color] Made with KK's SQF to BBCode Converter Works exactly as it worked at the time of publishing of this article: http://killzonekid.com/arma-scripting-tutorials-agents-how-to/ (setting to CARELESS is not required) Share this post Link to post Share on other sites