R3vo 2654 Posted September 18, 2016 do you mean like canMove or checking the class name for general swimming capabilities? I'd be fine with both. Share this post Link to post Share on other sites
Larrow 2827 Posted September 19, 2016 Is there an easy way to find out whether or not a vehicle can swim? If not I'd like to request that. Maybe something like: canSwim _object; Would return true for infantry, amphebian and boats? For vehicles ( not men ) you can check their config. getNumber( configFile >> "CfgVehicles" >> typeOf _veh >> "canFloat" ) > 0i.e check the marshall 3 Share this post Link to post Share on other sites
inlesco 234 Posted September 19, 2016 For vehicles ( not men ) you can check their config. getNumber( configFile >> "CfgVehicles" >> typeOf _veh >> "canFloat" ) > 0i.e check the marshall That's just lovely. Thanks, Larrow. It'd be great if someone compiled a list of must-have scripting commands into one place and ask BIS to give some input on how likely stuff will be implemented. Share this post Link to post Share on other sites
Larrow 2827 Posted September 19, 2016 It'd be great if someone compiled a list of must-have scripting commands into one place and ask BIS to give some input on how likely stuff will be implemented. There is a list here I think it is updated by Dwarden, not particularly sure but Im sure it was he who posted a link to it at sometime. Shows commands that have been implemented or tossed out and the status of some work in progress stuff. Share this post Link to post Share on other sites
nomisum 129 Posted September 20, 2016 Added: It is now possible to set a custom speed for the animate and animateSource script commands :blink: does that mean we dont need to edit configs to change animation speeds anymore? :wub: :wub: :wub: holy f***, this would be tremendously helpful :) 2 Share this post Link to post Share on other sites
f2k sel 164 Posted September 20, 2016 :blink: does that mean we dont need to edit configs to change animation speeds anymore? :wub: :wub: :wub: holy f***, this would be tremendously helpful :) Works great for slowing the bargate although sound stops early. I wanted to slow the death animation of the static gunner but couldn't see a way to do it as right now it's instant. Share this post Link to post Share on other sites
nomisum 129 Posted September 21, 2016 animateDoor and playMove/switchMove support for animation speed would be a great addition as well. Share this post Link to post Share on other sites
.kju 3245 Posted September 23, 2016 please document these too getMissionLayers getMissionLayerEntities Share this post Link to post Share on other sites
Senfo 28 Posted September 25, 2016 I want to suggest a variant of get and setUnitLoadout for vehicles/objectswould be extremely helpful :) 7 Share this post Link to post Share on other sites
Grumpy Old Man 3550 Posted September 26, 2016 I want to suggest a variant of get and setUnitLoadout for vehicles/objects would be extremely helpful :) This would be great! Single command to fetch all turrets ammo, cargo, ammo/fuel cargo. Cheers 2 Share this post Link to post Share on other sites
R3vo 2654 Posted September 26, 2016 I want to suggest a variant of get and setUnitLoadout for vehicles/objects would be extremely helpful :) YES! Can anyone confirm that BIS_fnc_unitCapture, somtimes simply stops without a message? Happened to me 3 out of 5 times now, very frustrating. Share this post Link to post Share on other sites
gossamersolid 155 Posted September 29, 2016 I'm going to be a pain in the ass and keep bringing this up until something is implemented - give us the ability to set brushes for the drawPolygon command so we can have solid fills and crosshatches and such. The command is not going to hit its potential until this is implemented. Also we should be able to draw polygons as marker shapes rather than having to manually draw each frame! Share this post Link to post Share on other sites
R3vo 2654 Posted October 7, 2016 I think I found an error inside BIS_fnc_camera. _camDir = direction _cam; _cardinalDir = round (_camDir / 45); _cardinalDirText = [ "str_move_n", "str_move_ne", "str_move_e", "str_move_se", "str_move_s", "str_move_sw", "str_move_w", "str_move_nw" ] select _cardinalDir; _cardinalDirText = localize _cardinalDirText; This part will not work properly, because _cardinalDir can become 8, but the max array index can only be 7. To fix this issue it should be ... select (_cardinalDir max 7). That way when, _cardinalDir becomes 8, e.g, North West, it will select index 7 which would be "str_move_nw". See commy2's suggestion below Using the Splendid Camera one can actually see, that when one looks north west, that the direction is empty. Share this post Link to post Share on other sites
commy2 188 Posted October 7, 2016 Or you put another copy of "str_move_n" into the array at the last position. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted October 7, 2016 Or you put another copy of "str_move_n" into the array at the last position. True, didn't even think about that. Share this post Link to post Share on other sites
Larrow 2827 Posted October 8, 2016 Direction is never 360 or greater, the problem is Round. Anything >= 337.5 when divided by 45 and rounded becomes 8. Should be Floor. Share this post Link to post Share on other sites
commy2 188 Posted October 8, 2016 That is wrong @Larrow. If you do that the positions will be shown wrong. Always 22.5 degree off. Share this post Link to post Share on other sites
Larrow 2827 Posted October 8, 2016 True, wasn't thinking about the actual outcome, more about dividing the number to get a correct index. oops :) 1 Share this post Link to post Share on other sites
haleks 8212 Posted October 23, 2016 Could fadeSpeech and fadeRadio be fixed? fadeSpeech doesn't have any kind of effect, while fadeRadio affects both radio and non-radio sentences. Expected behaviour should be as follow, shouldn't it? : - fadeRadio for radio comms only. - fadeSpeech for all comms and maybe other sounds like the out-of-stamina breathings. Also those damn breathings really need to be tweaked, the issue described here is still happening today. 1 Share this post Link to post Share on other sites
.kju 3245 Posted October 26, 2016 Version: 1.65.139010 b:GROUP enabledynamicsimulation BOOL b:OBJECT enabledynamicsimulation BOOL b:STRING setdynamicsimulationdistance SCALAR n:dynamicsimulationenabled u:diag_dynamicsimulationend STRING u:dynamicsimulationdistance STRING u:dynamicsimulationenabled GROUP u:dynamicsimulationenabled OBJECT u:enabledynamicsimulation BOOL can we some info about these please 3 Share this post Link to post Share on other sites
haleks 8212 Posted October 26, 2016 EDIT : I need some sleep... This post can be deleted. ^^' Share this post Link to post Share on other sites
commy2 188 Posted October 27, 2016 I've written this a long time ago and it was even briefly fixed in dev branch, but then got reverted and never hit stable. Why does "param [-1]" select the first entry of the array and does not use the default value? ["a", "b", "c"] param [1, "d"] -> "b" ["a", "b", "c"] param [0, "d"] -> "a" ["a", "b", "c"] param [-1, "d"] -> "a" // should be "d" ["a", "b", "c"] param [-2, "d"] -> "d" If this would work as one would expect and choose the default value when a negative index is provided, then this command could be used together with "find" to pick elements out of two associaed arrays by index position: private _value1 = _array1 param [_array2 find _needle2, _default]; Maybe I'm missing something here. Share this post Link to post Share on other sites
x3kj 1247 Posted October 27, 2016 hitpoints depending on others do not update if damage is scripted (setHit or setHitPointDamage) to one that they depend on https://feedback.bistudio.com/T120705 1 Share this post Link to post Share on other sites
killzone_kid 1333 Posted October 27, 2016 I've written this a long time ago and it was even briefly fixed in dev branch, but then got reverted and never hit stable. Why does "param [-1]" select the first entry of the array and does not use the default value? ["a", "b", "c"] param [1, "d"] -> "b" ["a", "b", "c"] param [0, "d"] -> "a" ["a", "b", "c"] param [-1, "d"] -> "a" // should be "d" ["a", "b", "c"] param [-2, "d"] -> "d" If this would work as one would expect and choose the default value when a negative index is provided, then this command could be used together with "find" to pick elements out of two associaed arrays by index position: private _value1 = _array1 param [_array2 find _needle2, _default]; Maybe I'm missing something here. ["a", "b", "c"] param [-1, "d"] returns "d" for me (1.65.139045) 1 Share this post Link to post Share on other sites
commy2 188 Posted October 27, 2016 Good to hear. Reports "a" for me. (1.62) Share this post Link to post Share on other sites