cuel 25 Posted July 28, 2014 May I bring your attention to this issue:Deleting all waypoint using 'deleteWaypoint' command doesn't work as expected http://feedback.arma3.com/view.php?id=19909 Description is in the ticket Read the notes on the BIKI https://community.bistudio.com/wiki/deleteWaypoint Share this post Link to post Share on other sites
das attorney 858 Posted July 28, 2014 (edited) Also, depending on order you delete, you may get warnings if a cycle waypoint is part of the WP's: Cycle as first waypoint has no sense See here for solution: http://forums.bistudio.com/showthread.php?167045-Make-a-cycling-waypoint-of-a-spawned-group&p=2537673&viewfull=1#post2537673 Or alternative syntax: http://forums.bistudio.com/showthread.php?167045-Make-a-cycling-waypoint-of-a-spawned-group&p=2537708&viewfull=1#post2537708 Edit: or use new reverse command to do a switcharoo on your WP array. Edited July 28, 2014 by Das Attorney Share this post Link to post Share on other sites
nuxil 2 Posted July 30, 2014 Any plans on making setWindForce affect planes & helicopters ? whats the point in this command if it doesnt affect anything other than flags. Share this post Link to post Share on other sites
cyruz 103 Posted July 30, 2014 I'm hoping a lot of the weather values (windForce/str/gust & humidity etc) are going to be integrated in to either the markmans or helicopter DLC. In an ideal world it would effect everything from ballistics to the flight model. Share this post Link to post Share on other sites
trnapster 12 Posted July 31, 2014 Regarding the current changes in the UI system I thought I'll post some stuff that is on my wishlist for a long time: 1. lnbSort 2. an UI eventhandler for listboxes that is returning the same as onMouseButtonClick but with the selected index 3. A new control that is basically a listbox where every entry is a controlGroup Example: class RscControlGroupList { //Typical listbox attributes.... class controls { class Yourcontrol { idc = 100; //rest of the attributes }; }; }; To get a subcontrol there would be a command like this: _subControl = _listcontrol getListControl [_index, _idc]; This would be absolute overkill ;) 4. Up to date documentation on the BiKi... atm it is quite messy Share this post Link to post Share on other sites
bumgie 49 Posted July 31, 2014 4. Up to date documentation on the BiKi... atm it is quite messy I hope this is part of the ongoing effort to make the documentation better. Share this post Link to post Share on other sites
trnapster 12 Posted July 31, 2014 Well Moricky's UI Template Mission is definitely a step in the right direction... But what we really need is a complete list of all control types with all attributes and what they do... Share this post Link to post Share on other sites
sgtsev3n 12 Posted July 31, 2014 this game needs really a singleplayer respawn script/module. any chance to add it ? Share this post Link to post Share on other sites
cuel 25 Posted July 31, 2014 There's plenty of singleplayer respawn scripts, just search Share this post Link to post Share on other sites
sgtsev3n 12 Posted August 1, 2014 There's plenty of singleplayer respawn scripts, just search didnt found one, found only for MP. would be cool if arma 3 has a official SP respawn module Share this post Link to post Share on other sites
gossamersolid 155 Posted August 3, 2014 Is there any possible way to equip rangefinders/binocular via commands? I've tried addItem, linkItem and assignItem (along with combinations of addItem first, then linkItem or assignItem), none of them will attach the rangefinder/binocular to it's proper slot, they just sit in my uniform container. I'd consider this a bug. Share this post Link to post Share on other sites
Varanon 892 Posted August 3, 2014 I think they work via addWeapon Share this post Link to post Share on other sites
AgentRev 22 Posted August 3, 2014 Is there any possible way to equip rangefinders/binocular via commands? I've tried addItem, linkItem and assignItem (along with combinations of addItem first, then linkItem or assignItem), none of them will attach the rangefinder/binocular to it's proper slot, they just sit in my uniform container.I'd consider this a bug. Yep as Varanon said, they work via addWeapon, not addItem. They are considered weapons since you can hold the actual thing in your hand, unlike plain inventory items. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 3, 2014 Thank you fellas, much appreciated! Share this post Link to post Share on other sites
Larrow 2819 Posted August 6, 2014 But what we really need is a complete list of all control types with all attributes and what they do... Limited BIS WIKI More fleshed out BiSIM WIKI Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted August 6, 2014 Do the radio channel commands work in A3 Multiplayer? https://community.bistudio.com/wiki/customRadio https://community.bistudio.com/wiki/customChat https://community.bistudio.com/wiki/radioChannelCreate https://community.bistudio.com/wiki/radioChannelAdd https://community.bistudio.com/wiki/radioChannelRemove https://community.bistudio.com/wiki/radioChannelSetLabel https://community.bistudio.com/wiki/radioChannelSetCallSign Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted August 6, 2014 They do Any working examples? I can only get radioChannelCreate to work locally on host machine. Perhaps could stick it in a publicVariable but wouldn't that just create parallel radio channels? Share this post Link to post Share on other sites
SilentSpike 84 Posted August 6, 2014 Hmm, well I simply use radioChannelCreate on the server (as suggested on the wiki page), public variable the index and use radioChannelAdd (however, I have no idea if radioChannelAdd is supposed to work globally - I'm only doing it that way because of the way I have things set up). Admittedly I'm not on the dev branch currently, so there could be something different there. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 8, 2014 (edited) I can't seem to find any commands to remove an item from a container via an index or something similar (a specific item/magazine/weapon). I know the equipment menu (I) allows me to drop specific magazines (one that only has 5 out of the max of 30 shots in it), but I don't see the code for this, I'm thinking it's done on the engine side maybe? Has anybody had any luck with this? If not I'll make a ticket as I think this functionality is pretty important if you want to be able to control the finer details of a player's equipment. Edit: I just thought of a dirty way to do it via holding an array of your container contents, remove the desired item, clear the player's contents for given container and then re-add them all based off of that array. Seems like this would be slow and inefficient though. Edited August 8, 2014 by GossamerSolid Share this post Link to post Share on other sites
xendance 3 Posted August 8, 2014 Could someone test my repro mission and see if there's anything wrong with it: http://feedback.arma3.com/view.php?id=20185 TL;DR: The init event doesn't fire after createVehicle command. Share this post Link to post Share on other sites
twisted 128 Posted August 11, 2014 im getting some weird ass behaviour on the speed up time command. I run it once via script, and then it keeps running even if i choose save and exit then re-run the mission. normally it is supposed to wait a bit before kicking in, but it is already running right away. Share this post Link to post Share on other sites
austin_medic 109 Posted August 13, 2014 im getting some weird ass behaviour on the speed up time command. I run it once via script, and then it keeps running even if i choose save and exit then re-run the mission. normally it is supposed to wait a bit before kicking in, but it is already running right away. Probably because the variable for it isn't reset once you stop the mission, it stays like that until you close the game out then reboot the whole thing in order to get it to reset. That was a problem with some weather commands that existed back in the alpha and beta. Share this post Link to post Share on other sites
twisted 128 Posted August 13, 2014 Probably because the variable for it isn't reset once you stop the mission, it stays like that until you close the game out then reboot the whole thing in order to get it to reset. That was a problem with some weather commands that existed back in the alpha and beta. it's pretty weird. wonder if that's why my game invariably crashes after running the same mission three ot four times? i'll put a reset to come in at the end of the misision or on player death and see if that helps stop the crashing. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 14, 2014 We need some more inventory related commands. 1. https://community.bistudio.com/wiki/addMagazine_array - addMagazineToUniform array - addMagazineToVest array - addMagazineToBackpack array 2. https://community.bistudio.com/wiki/removePrimaryWeaponItem https://community.bistudio.com/wiki/removeHandgunItem Maybe it's just missing from the wiki page, but I don't see a removeSecondaryWeaponItem 2a. Adding/removing weapon items should work with a proper magazine for that weapon to act as an unload/load magazine from/to weapon. Share this post Link to post Share on other sites