x3kj 1247 Posted August 3, 2016 this is indeed a terrible "feature". it doesn't help with the feeling for speed and is distracting and with my game settings it makes it impossible to read aircrafts instruments... i have exactly the same issues with my aircraft cockpit i'm creating. It's awefull and should at the very least be tweakable via config per vehicle (to my knowledge that is not possible at present). Share this post Link to post Share on other sites
Dwarden 1125 Posted August 4, 2016 •Added: A new _thisEventHandler variable containing an Event Handler handle was added to the entity, MP and mission Event Handler types (addEventHandler, addMPEventHandler, addMissionEventHandler) not sure if anyone noticed it some day ago it's another from the "for scripting wishlist" : https://docs.google.com/spreadsheets/d/13mJqDXAmjzoFRZ0yVOLh9PcATp30xNvX99Uln0mFymU/ 7 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted August 4, 2016 Yeah, noticed it, makes things more straightforward, no more setVariable getVariable of the EH ID. Cheers Share this post Link to post Share on other sites
Tankbuster 1746 Posted August 4, 2016 •Added: A new _thisEventHandler variable containing an Event Handler handle was added to the entity, MP and mission Event Handler types (addEventHandler, addMPEventHandler, addMissionEventHandler) not sure if anyone noticed it some day ago it's another from the "for scripting wishlist" : https://docs.google.com/spreadsheets/d/13mJqDXAmjzoFRZ0yVOLh9PcATp30xNvX99Uln0mFymU/ Wow. What a treasure trove that is! At the risk of going slightly off topic, can I just say that it's little gems like this that reassure us that this game is still a going concern and is really being actively developed. Moar pls. 1 Share this post Link to post Share on other sites
Tom_48_97 523 Posted August 5, 2016 I think you just did Tankbuster :292: For those who are using the command shownScoretable, be aware that it will change with the next update of the dev branch. showScoretable; No change. shownScoretable, changed; Returns the exact state as a number (as defined with showScoretable). visibleScoretable, added; Returns true if the scoreboard is currently displayed, otherwise, false will be returned. 2 Share this post Link to post Share on other sites
killzone_kid 1331 Posted August 5, 2016 Change of functionality shownScoretable will be renamed into visibleScoretable. https://community.bistudio.com/wiki/shownScoretable 1 Share this post Link to post Share on other sites
DAP 619 Posted August 5, 2016 Is there any progress on this ticket? Just asking :D Share this post Link to post Share on other sites
killzone_kid 1331 Posted August 5, 2016 Is there any progress on this ticket? Just asking :D What about setUnconscious command? https://community.bistudio.com/wiki/setUnconscious 2 Share this post Link to post Share on other sites
DAP 619 Posted August 5, 2016 What about setUnconscious command? https://community.bistudio.com/wiki/setUnconscious Damn! Many thanks! :D Share this post Link to post Share on other sites
R3vo 2654 Posted August 6, 2016 I noticed that you are working on a ebCursor and ebSetCursor command. May I request a command which returns the currently selected text inside a edit box? That would be incredibly handy! 1 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted August 12, 2016 What about setUnconscious command? https://community.bistudio.com/wiki/setUnconscious Any specific reason why unconscious units are moving around? That's not what being unconscious is, is it? Cheers 1 Share this post Link to post Share on other sites
2nd ranger 282 Posted August 12, 2016 Could we please get deleteDiaryRecord and deleteDiarySubject commands? This would be very useful for persistent missions. Currently all you can do is 'update' the same entry, which means the previous text will be visible below the new one. 4 Share this post Link to post Share on other sites
killzone_kid 1331 Posted August 12, 2016 Any specific reason why unconscious units are moving around? That's not what being unconscious is, is it? Cheers They are not unconscious they are incapacitated Since Arma 3 v1.63.136889, this command sets unit into incapacitated state and lifeState command returns "INCAPACITATED". Animation played while incapacitated depends on the injuries received. 1 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted August 12, 2016 Oh well, BI naming convention strikes again I guess. Heh. Cheers Share this post Link to post Share on other sites
killzone_kid 1331 Posted August 12, 2016 Oh well, BI naming convention strikes again I guess. Heh. Cheers setUnconscious was old command that at some point was disabled for a long time, so rather than having redundant command it was revived I guess. Also it was brought to life to work with revive system, and the movement during incapacitation is to make it more obvious for the medic which unit can be revived. 2 Share this post Link to post Share on other sites
Alwarren 2767 Posted August 12, 2016 Could we please get deleteDiaryRecord and deleteDiarySubject commands? This would be very useful for persistent missions. Currently all you can do is 'update' the same entry, which means the previous text will be visible below the new one. I second this,plus updateDiaryRecrod/updateDiarySubject. It would also be a nice thing to have an event handler that fires when a diary record is opened/changes, so that a dynamic record could be updated. As an example, I have made an addon that shows a page with the roles/player names in a mission, but since the diary records are immutable, it only ever can show the startup configuration, not the current one. Share this post Link to post Share on other sites
R3vo 2654 Posted August 12, 2016 Any chance the hintC display could get an update to arma 3's visual standards? Edit: Additionally it would be awesome if hintC could accept an option parameter to disable the normal hint 1 Share this post Link to post Share on other sites
R3vo 2654 Posted August 18, 2016 I've got another request: Would it be feasible to add a scripting command which returns true if a vehicle is disabled? We currently have canMove, isAlive and canFire. But none of them really checks whether the vehicle is still dangerous. Additionally, canFire seems to have some issues, see its wiki page. Example for requested command: isDangerous tank_1; false when: - no gunner and commander - no ammunition - no crew at all - no fuel(cannot be operated) - guns are damaged and cannot be moved Share this post Link to post Share on other sites
commy2 188 Posted August 18, 2016 You can still operate a tanks guns if it has no fuel. In fact, our mission makers set the fuel to zero if they don't want a tank to move. Share this post Link to post Share on other sites
R3vo 2654 Posted August 19, 2016 You can still operate a tanks guns if it has no fuel. In fact, our mission makers set the fuel to zero if they don't want a tank to move. Yes you are right, I edit my last pos accordingly. Share this post Link to post Share on other sites
x3kj 1247 Posted August 19, 2016 I've got another request: Would it be feasible to add a scripting command which returns true if a vehicle is disabled? We currently have canMove, isAlive and canFire. But none of them really checks whether the vehicle is still dangerous. Additionally, canFire seems to have some issues, see its wiki page. Example for requested command: isDangerous tank_1; false when: - no gunner and commander - no ammunition - no crew at all - no fuel(cannot be operated) - guns are damaged and cannot be moved dangerous is depending on who is asking and at what point in time - Looking from the outside you wouldnt know if there is crew (unless you saw them dismount), as almighty observer you would know everything.. A vehicle that only has small MG left would never be dangerous to a tank, different story for infantry. It's subjective. wheras the other commands are entirely objective. Share this post Link to post Share on other sites
R3vo 2654 Posted August 19, 2016 Looking from the outside you wouldnt know if there is crew (unless you saw them dismount), as almighty observer you would know everything.. As mission editor and script writer, I am an almighty observer... Share this post Link to post Share on other sites
lexx 1375 Posted August 19, 2016 Most of these can already be checked with other script commands, no? Share this post Link to post Share on other sites
R3vo 2654 Posted August 19, 2016 Most of these can already be checked with other script commands, no? Probably true, however, it's also one of the most common checks in the armaverse. -> Complete task if vehicle X cannot fight anymore. So why not give us simple command. Putting something in triggers condition field like: canMove _vehicle || !alive _vehicle || isNull (gunner _vehicle) and so on and so forth is no fun at all...especially for multiple vehicles... Share this post Link to post Share on other sites
Sniperwolf572 758 Posted August 19, 2016 What you're asking for is incredibly arbitrary and context sensitive. Functions are a thing. You can combine a ton of existing checks, in any way you want, into a short and simple one liner way better for your purpose than what you are proposing. Share this post Link to post Share on other sites