blackmamb 2 Posted November 5, 2013 Also, while we're at healing, also make self-healing fire the HandleHeal handler ? And that. And fix the AISFinishHeal, document setAIS and generally fix the handleHeal that's completely broken by the new engine-side healing. Share this post Link to post Share on other sites
Zatan13th 10 Posted November 6, 2013 And that. And fix the AISFinishHeal, document setAIS and generally fix the handleHeal that's completely broken by the new engine-side healing. What I think... Since there are no First-Aid Module in EP1, then they are still working on it. Share this post Link to post Share on other sites
cruzifer 0 Posted November 6, 2013 hi, i allready asked in the Main Dev Branch Dissqussion but with no luck, maybe here i get an answer. i am a scripting Newbie and i tryed to add some ppEffects to the Thermal Imaging but for some reason it does not apply (in Night Vision Mode it works like a charm). Is it meant to be like that or is it a bug? Otherwise i would open a ticket. cheers Cruzifer Share this post Link to post Share on other sites
DarkDruid 96 Posted November 7, 2013 Any chance for these commands to receive an array version? Like this command.It needs to wait, an engine programmer who is working on these commands have some other work now. But he should be able to look at it in future, could you please create a ticket on Feedback Tracker? ThanksAny chance of having the same behaviour for HandleHeal? It's quite complicated to handle healing right now. And that. And fix the AISFinishHeal, document setAIS and generally fix the handleHeal that's completely broken by the new engine-side healing. Could you please create tickets on Feedback Tracker about this issues? Thanks Also, while we're at healing, also make self-healing fire the HandleHeal handler ? This should be fixed in today's dev branch update: http://feedback.arma3.com/view.php?id=13074 Thanks BIS :D You're welcome, thanks for support and feedback! :) hi,i allready asked in the Main Dev Branch Dissqussion but with no luck, maybe here i get an answer. i am a scripting Newbie and i tryed to add some ppEffects to the Thermal Imaging but for some reason it does not apply (in Night Vision Mode it works like a charm). Is it meant to be like that or is it a bug? Otherwise i would open a ticket. Could you please create a ticket with more details on Feedback Tracker? Thanks Share this post Link to post Share on other sites
Varanon 892 Posted November 7, 2013 This should be fixed in today's dev branch update: http://feedback.arma3.com/view.php?id=13074 You guys rock! Thanks. Share this post Link to post Share on other sites
Alwarren 2767 Posted November 7, 2013 This should be fixed in today's dev branch update: http://feedback.arma3.com/view.php?id=13074 Great news, thanks a lot! Share this post Link to post Share on other sites
james2464 177 Posted November 7, 2013 Thanks DarkDruid :D Share this post Link to post Share on other sites
blackmamb 2 Posted November 7, 2013 Awesome. Great news. I'll create another ticket related to what I wrote earlier. Share this post Link to post Share on other sites
AgentRev 22 Posted November 8, 2013 Lead programmer Ondřej Martinák changed behaviour of event handler HandleDamage. This change is a part of today's update of dev branch.Old behaviour: Code provided must return a value what should be the damage of given selection after processing. No return value or return value 0 will make the unit invulnerable if damage is not scripted in other ways. If you want default processing to be done, be sure to return _this select 2. New behaviour: Code provided can return a value what should be the damage of given selection after processing. Return value 0 will make the unit invulnerable if damage is not scripted in other ways. No return value means that event handler won't affect damage given to unit. Motivation: Working with these event handlers should be easier now. If there is more event handlers of same type, then damage from the last one is used. But it is difficult to find out which of them is the last one in many situations. Now you can add event handler with no return value. This event handler won't affect damage modified by event handler. This modification won't be affected even in case it was made before the start of event handler with no return value. It would be very great if a getHit command was also added, to obtain the damage of given selection before processing. That would be very useful to create custom damage multipliers. Share this post Link to post Share on other sites
progamer 14 Posted November 8, 2013 (edited) Awesome having a setObjectTextureGlobal command now! Though is it Join In Progress compatible? Is setObjectMaterial global or local? ---------- Post added at 01:01 ---------- Previous post was at 00:39 ---------- addUniform is not a global command: http://feedback.arma3.com/view.php?id=15298 addHeadgear => Global addVest => Global addBackpack => Global removeHeadgear => Global removeVest => Global removeBackpack => Global removeUniform => Global addUniform => local And oddly enough: addBackpack => Local removeBackpack => Local Edited November 8, 2013 by ProGamer Share this post Link to post Share on other sites
ramius86 13 Posted November 9, 2013 So... We are talking about HandleDamage :) I think this could be very helpful http://feedback.arma3.com/view.php?id=15925 and yesterday I discovered this was already asked in A2 about 2 years ago! In this way this could be a "little" more helpful, I think.. Share this post Link to post Share on other sites
Psychobastard 136 Posted November 9, 2013 Old ticket for multiple handleDamage EH's are solved. Thx, for the fix BI. But: new ticket open: http://feedback.arma3.com/view.php?id=15948 Share this post Link to post Share on other sites
progamer 14 Posted November 9, 2013 We need a global variant of setObjectMaterial: http://feedback.arma3.com/view.php?id=15959 Share this post Link to post Share on other sites
h - 169 Posted November 9, 2013 This doesn't necessarily belong to the scripting topic but would it be possible to have the config userAction class return at least the same info as addAction added actions do (you know, _this select x)? Haven't checked whether this already happens now but it has not happened in any of the past titles so I doubt it does now.. Share this post Link to post Share on other sites
DarkDruid 96 Posted November 12, 2013 Today's dev branch update contains a fix which can break some scripts! Script command getShadowDistance doesn't require any parameter anymore. Please make sure that your scripts using this command are still working as intended. We are sorry for any inconvenience this may have caused. Link to Feedback Tracker ticket: http://feedback.arma3.com/view.php?id=8373 Share this post Link to post Share on other sites
xendance 3 Posted November 12, 2013 Today's dev branch update contains a fix which can break some scripts! Script command getShadowDistance doesn't require any parameter anymore. Please make sure that your scripts using this command are still working as intended. We are sorry for any inconvenience this may have caused. Link to Feedback Tracker ticket: http://feedback.arma3.com/view.php?id=8373 What about the setter for shadow distance? Does it work now? Share this post Link to post Share on other sites
gammadust 12 Posted November 12, 2013 ^^ just checked getShadowDistance. confirmed fixed :) setShadowDistance, still not working. ticket: 0008372: setShadowDistance command does nothing vote it :) Share this post Link to post Share on other sites
progamer 14 Posted November 13, 2013 nearTargets has issues for those looking for human targets. A solution would be for a nearHumanTargets and a nearAnimalTargets to compliment the nearTargets command: http://feedback.arma3.com/view.php?id=16031 Share this post Link to post Share on other sites
DAP 619 Posted November 13, 2013 Return to question about ragdoll control. Is this possible? Share this post Link to post Share on other sites
xendance 3 Posted November 13, 2013 nearTargets has issues for those looking for human targets. A solution would be for a nearHumanTargets and a nearAnimalTargets to compliment the nearTargets command: http://feedback.arma3.com/view.php?id=16031 It's supposed to work like that. You have to filter the list yourself if you want some specific kinds of targets. If you only need enemy targets, use the function BIS_fnc_getEnemyTargets. Share this post Link to post Share on other sites
HKFlash 9 Posted November 13, 2013 It needs to wait, an engine programmer who is working on these commands have some other work now. But he should be able to look at it in future, could you please create a ticket on Feedback Tracker? Thanks Hello Mr. Hlava, I've created issue 0016045 with my feedback concerning addItemToBackpack, addItemToVest and addItemToUniform. Hopefully in the future you and your team can take look at it. Best regards, Share this post Link to post Share on other sites
progamer 14 Posted November 17, 2013 (edited) Is it possible to get a new command similar to setObjectTextureGlobal that would set a vehicles p3d model? Made a ticket here: http://feedback.arma3.com/view.php?id=16100 Example of how it can be applied currently: this setObjectModel [1, "A3\Addons\air_f_beta\Heli_Transport_02\Interior_luxurious_F.p3d"]; This would give the CH-49 Mohawk a VIP interior when you add the above line of code to the vehicles init. You could also add the FLIR camera to the AH-9. Edited November 18, 2013 by ProGamer Share this post Link to post Share on other sites
dragonsyr 21 Posted November 19, 2013 (edited) I dont know if is this the place that my post bellongs. how can i make this work script from a trigger on the map with radius of 50 my language :-) and i need help to make this C++ please if is kind of air and has engine on and the distance between player from the unit1 is higher than 5 meters, then unit1 playMove "something" and if lower than 5 meters unit1 playMove "something_2" and/or if the player switch engines off, then unit1 playMove "something_3" and/or if player land more than 1 meter distance from unit1 then unit1 playMove "something_4" same for kind of vehicle (no players) with stop , not landing offcourse.. :-) i think that is easy for you :-) thanks Edited November 19, 2013 by dragonsyr Share this post Link to post Share on other sites
progamer 14 Posted November 19, 2013 I have a list of scripting commands from VBS2 that I would like to see in the game to better the vast scripting library: setWaterLevel http://feedback.arma3.com/view.php?id=16156 isTouchingWater and isTouchingObject http://feedback.arma3.com/view.php?id=16137 getObjectTexture and getObjectMaterial http://feedback.arma3.com/view.php?id=16101 Share this post Link to post Share on other sites
progamer 14 Posted November 21, 2013 (edited) The scripting commands getMass and getCenterOfMass are also needed: getMass tank1 http://feedback.arma3.com/view.php?id=12250 _com = getCenterOfMass ship1; // might return [0,-2,-.2] http://feedback.arma3.com/view.php?id=15466 ---------- Post added at 05:51 ---------- Previous post was at 05:50 ---------- Edit: Opps, thought it would merge with my existing post. Another command called setWaterOpacity: 10 setWaterOpacity 3 http://feedback.arma3.com/view.php?id=16252 Edited November 23, 2013 by ProGamer Share this post Link to post Share on other sites