pierremgi 4923 Posted March 10, 2017 AllowDamage has behavior like reported in BIKI. For safety reason, probably. Roughly AL EG but not so evident to apply for JIP players or even players... For example, if you uncheck the enableDamage in playable unit special state (useful against explosion on hidden not yet-playing unit), if you script into unit init field, you can't use a simple spawned: ...waitUntil {isPlayer thisUnit}; thisUnit allowDamage true;... probably because the locality of unit has changed. This incoming player seems to be invulnerable! (kill able only on a hosted server in fact). The best way is to script the new allowDamage behavior in the initPlayerLocal.sqf... or as a poor workaround, you can spawn in init field something like: ...waitUntil {isPlayer thisUnit}; [thisUnit,true] remoteExec ["allowDamage",thisUnit];... Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 11, 2017 9 hours ago, R3vo said: Is it just me or isn't there a getter command for allowDamage? Is there a specific reason for that? ive been asking for this for 4 years never even had a dev make casual comment about it Share this post Link to post Share on other sites
R3vo 2654 Posted March 11, 2017 6 hours ago, fn_Quiksilver said: ive been asking for this for 4 years never even had a dev make casual comment about it That's a pity, it would make certain script so much easier. Well, one can just hope... Share this post Link to post Share on other sites
R3vo 2654 Posted March 11, 2017 On 3/7/2017 at 1:42 PM, killzone_kid said: No idea, somehow header file is not included properly If I do the following: compile preprocessFileLineNumbers'A3\Functions_F\Debug\Utilities\utility_moonPhases.sqf' the output looks like this: { #line 1 "A3\Functions_F\Debug\Utilities\utility_moonPhases.sqf" #line 1 "A3\Functions_F\Debug\Utilities\lib\header.sqf" disableSerialization; ...... Not sure if the way the header.sqf is preprocessed is correct. I expected that #line 1 "A3\Functions_F\Debug\Utilities\lib\header.sqf" is replaced with the actual code inside the header.sqf Share this post Link to post Share on other sites
killzone_kid 1333 Posted March 11, 2017 7 minutes ago, R3vo said: #line This is special directive, an anchor to tell where from to calculate line number in case of error. Everything is included fine for me, both header and the body Share this post Link to post Share on other sites
R3vo 2654 Posted March 11, 2017 9 minutes ago, killzone_kid said: This is special directive, an anchor to tell where from to calculate line number in case of error. Everything is included fine for me, both header and the body Ah yes, I read the article you added on the wiki recently. So I guess the header.sqf is included. My fault =/ Still doesn't explain why it isn't when execed from the Eden interface, though. Share this post Link to post Share on other sites
killzone_kid 1333 Posted March 11, 2017 1 minute ago, R3vo said: Still doesn't explain why it isn't when execed from the Eden interface, though. No idea, if you make a ticket with repro, someone might have a look. For me execVM or spawn compile preprocessFile/FileLinenumbers all work, havent tried from Eden menu though. Share this post Link to post Share on other sites
R3vo 2654 Posted March 11, 2017 26 minutes ago, killzone_kid said: No idea, if you make a ticket with repro, someone might have a look. For me execVM or spawn compile preprocessFile/FileLinenumbers all work, havent tried from Eden menu though. https://feedback.bistudio.com/T123706 Share this post Link to post Share on other sites
killzone_kid 1333 Posted March 11, 2017 1 hour ago, R3vo said: https://feedback.bistudio.com/T123706 Have you tried remoteExec it? "A3\Functions_F\Debug\Utilities\utility_jukebox.sqf" remoteExec ["execVM", clientOwner]; Share this post Link to post Share on other sites
R3vo 2654 Posted March 11, 2017 7 minutes ago, killzone_kid said: Have you tried remoteExec it? "A3\Functions_F\Debug\Utilities\utility_jukebox.sqf" remoteExec ["execVM", clientOwner]; Same result =/ Share this post Link to post Share on other sites
killzone_kid 1333 Posted March 11, 2017 45 minutes ago, R3vo said: Same result =/ Fixed, should come in the next update Share this post Link to post Share on other sites
R3vo 2654 Posted March 11, 2017 7 minutes ago, killzone_kid said: Fixed, should come in the next update Awesome, thank you. Out of curiosity, what was it? Share this post Link to post Share on other sites
killzone_kid 1333 Posted March 11, 2017 6 minutes ago, R3vo said: Awesome, thank you. Out of curiosity, what was it? Missing display Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 13, 2017 On 3/11/2017 at 0:43 PM, fn_Quiksilver said: ive been asking for this for 4 years never even had a dev make casual comment about it https://community.bistudio.com/wiki/isDamageAllowed holy shit you guys are fast ;) thanks to whoever on the team helped deliver this Share this post Link to post Share on other sites
R3vo 2654 Posted March 13, 2017 39 minutes ago, fn_Quiksilver said: https://community.bistudio.com/wiki/isDamageAllowed holy shit you guys are fast ;) thanks to whoever on the team helped deliver this Just awesome, much appreciated. Thanks alot! Edit: @killzone_kid Thanks for fixing the issue with Eden and the Arma 3 Utilities, it's working splendidly now. Share this post Link to post Share on other sites
commy2 188 Posted March 13, 2017 Now add a fileExists command. Thanks. 3 Share this post Link to post Share on other sites
commy2 188 Posted March 18, 2017 The type filter of nearestObjects and probably similar commands is broken for simple objects. _type = "Building"; _pos = [1000, 1000, 0]; _obj = createSimpleObject [_type, AGLToASL _pos]; systemChat str nearestObjects [_pos, [_type], 1]; // [] systemChat str nearestObjects [_pos, [], 1]; // [7: empty.p3d] systemChat str(nearestObjects [_pos, [], 1] select {typeOf _x == _type}); // [7: empty.p3d] Still reports the simple objects if the type filter is empty. The work-around is using select with typeOf, which for whatever reason still works. Share this post Link to post Share on other sites
Senfo 28 Posted March 18, 2017 A small suggestion for setHit and setHitIndex The Eventhandlers (like handleDamage) already deliver (damage _unit) for index -1 or selection "" Why not add this behavior vise versa? So that _unit setHitIndex [-1,value] increases (damage _unit) value but doesnt change the other hitpoints (same for setHit ["", value] maybe) Share this post Link to post Share on other sites
killzone_kid 1333 Posted March 18, 2017 3 hours ago, creep said: A small suggestion for setHit and setHitIndex The Eventhandlers (like handleDamage) already deliver (damage _unit) for index -1 or selection "" Why not add this behavior vise versa? So that _unit setHitIndex [-1,value] increases (damage _unit) value but doesnt change the other hitpoints (same for setHit ["", value] maybe) Because setHit is local command and setDamage is global Share this post Link to post Share on other sites
Senfo 28 Posted March 19, 2017 The argument for setHit sure is local, the effects tho are global, so I dont see a problem with that if the argument isnt local it will behave like setHit already Share this post Link to post Share on other sites
killzone_kid 1333 Posted March 20, 2017 2 hours ago, creep said: The argument for setHit sure is local, the effects tho are global, so I dont see a problem with that if the argument isnt local it will behave like setHit already It is not that simple, the damage system is already quite complicated by itself and adding locality issues on top will only make it more complicated. Share this post Link to post Share on other sites
x3kj 1247 Posted April 2, 2017 (edited) nvm, got an error that was my own fault. Edited April 2, 2017 by x3kj Share this post Link to post Share on other sites
pingopete 26 Posted April 4, 2017 How feasible would it be to add a low-level "Set Input Action" scripting command to manipulate AI/player raw actions/output, essentially the opposite of getting the User Action and instead Setting the user action. E.g. _plane SetInputAction Pitch [1 to -1]. This would open up a Huge number of possibilities for the community! If scripters could manipulate directly how AI vehicles (in particular) behave through their fundamental output the community would be virtually limited only by their imagination. Complex aerobatic maneuvers could be written for AI vehicles to undertake like rolls, realistic attack runs, smooth banking turns proportional to distance, threat level etc. the list goes on. Planes could be made to fly efficiently and intelligently through waypoints in placement of the often squirely and unpredictable AI waypoint following. I made a ticket for this two years ago but got nothing back whatsoever. I really think this would be a great tool for the community, and from my mind doesn't seem like it'd be too unreasonable to consider implementing if not at least trialing? Share this post Link to post Share on other sites
R3vo 2654 Posted April 11, 2017 Would it be possible to improve this command https://community.bistudio.com/wiki/setVehicleTIPars by seperating Body & Engine? Don't see a reason why both parts would be connected. Additionally it would be great if more vehicle parts would be supported, e.g, secondary gun etc. Share this post Link to post Share on other sites
commy2 188 Posted April 11, 2017 Thermal simulation only has these three properties and TI textures only three channels, so this is not going to happen without some deeper changes, R3vo. If you fire the commanders machine gun on a tank for example, the main gun will heat up and it has been like this since this was implemented. You'd have to overhaul every model and probably add a system that uses selections like the damage material system. 1 Share this post Link to post Share on other sites