mad_cheese 593 Posted October 29, 2017 2 hours ago, fn_Quiksilver said: were threat_path and pathplan ever actually working? They did help me calm down the more compulsive ticks of helicopter pilots. As with everything in the editor, I may have been attributing it to this while actually something else did the trick. Share this post Link to post Share on other sites
froggyluv 2135 Posted October 29, 2017 Thought threat_path and pathplan were VBS exclusive? Share this post Link to post Share on other sites
R3vo 2654 Posted October 29, 2017 8 minutes ago, froggyluv said: Thought threat_path and pathplan were VBS exclusive? I don't think those two parameters are implemented. The list on the wiki for disableAI was recently updated with all available parameters. Share this post Link to post Share on other sites
mad_cheese 593 Posted October 29, 2017 They popped up at some point, seemed to work. They either worked, or they have not and DEV build recently included throwing errors for unrecognized strings... I have been deceived before but at least I was very convinced that these commands were providing remedy to the problems I had at the time. Current Main build does not give errors, DEV build does. 4 minutes ago, R3vo said: I don't think those two parameters are implemented. The list on the wiki for disableAI was recently updated with all available parameters. Look at that, they removed the entries! I checked a few days ago and they were still there, DEV thread showed nothing. I guess that answers my question :D Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted October 30, 2017 On 10/30/2017 at 3:00 AM, mad_cheese said: They popped up at some point, seemed to work. They either worked, or they have not and DEV build recently included throwing errors for unrecognized strings... I have been deceived before but at least I was very convinced that these commands were providing remedy to the problems I had at the time. Current Main build does not give errors, DEV build does. Look at that, they removed the entries! I checked a few days ago and they were still there, DEV thread showed nothing. I guess that answers my question :D only place i can find them is https://resources.bisimulations.com/wiki/disableAI Share this post Link to post Share on other sites
pierremgi 4850 Posted October 30, 2017 Yep! VSB2 is not Arma3 Share this post Link to post Share on other sites
mad_cheese 593 Posted October 30, 2017 9 hours ago, pierremgi said: Yep! VSB2 is not Arma3 They were listed in the Arma 3 page clearly thx ;) well, not any more! Share this post Link to post Share on other sites
gossamersolid 155 Posted November 3, 2017 I'm assuming the revive system put in with Apex is never going to get event handlers added to it? 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted November 3, 2017 40 minutes ago, gossamersolid said: I'm assuming the revive system put in with Apex is never going to get event handlers added to it? it would be good if it had some scripted event handlers to make use of the already-implemented scripted event handler system. what things were you thinking of? Share this post Link to post Share on other sites
gossamersolid 155 Posted November 3, 2017 1 hour ago, fn_Quiksilver said: it would be good if it had some scripted event handlers to make use of the already-implemented scripted event handler system. what things were you thinking of? status changes (begin healing, cancel/fail healing, done healing). Basically anything to allow you to extend the functionality via our gamemodes. Maybe I need to update some variables based on whether you were revived or not? Share this post Link to post Share on other sites
pierremgi 4850 Posted November 3, 2017 lifestate command already exists. Something more? Share this post Link to post Share on other sites
TeTeT 1523 Posted December 1, 2017 On 3.10.2017 at 12:12 AM, h - said: This doesn't seem to like custom Eden mission Attributes (Cfg3DEN -> class Mission -> class custommissionattribute), spews out error : Error Foreign error: Unknown enum value: "custommissionattribute" when trying to set value to one with set3DENMissionAttribue or set3DENMissionAttributes.. Has there been any solution for this problem? With showScriptErrors enabled it doesn't look that great now to use a custom mission attribute. Share this post Link to post Share on other sites
h - 169 Posted December 2, 2017 6 hours ago, TeTeT said: Has there been any solution for this problem? With showScriptErrors enabled it doesn't look that great now to use a custom mission attribute. Fixed in the latest dev (143722): "Fixed: Warning messages connected to the set3DENMissionAttribute script command were not correct " Obviously stable is stil screwed :( 1 Share this post Link to post Share on other sites
gossamersolid 155 Posted December 6, 2017 On 11/3/2017 at 11:27 AM, pierremgi said: lifestate command already exists. Something more? That doesn't look related to the revive system (well there's no note of it anyways), also it's not an event handler (which makes it pretty useless for catching changes without having a fast loop constantly running). Share this post Link to post Share on other sites
inlesco 233 Posted December 18, 2017 Tweaked: The diag_setLightNew and diag_lightNewLoad script commands were enabled for the Diagnostics executable Tweaked: The"hiddenSelectionsTextures" now works on magazines (only if weapon supports the magazine as proxy) hm, `hiddenSelectionsTextures` looks particular interesting. has anybody tried any of these out already? share your feedback, if possible ;) Share this post Link to post Share on other sites
SilentSpike 84 Posted December 24, 2017 It seems all the menuXXX commands are just totally broken and don't work sadly. There's also weirdness with the menu control types themselves, type 46 deletes itself when losing focus (like a context menu - which is meant to be type 14). 2 Share this post Link to post Share on other sites
lsd 147 Posted February 11, 2018 Encountering this issue with increased frequency - Desync-issues for clients with the setUnconscious command. player setUnconcious false; will 'revive' the player but to other clients the ragdoll model will remain on the ground 'dead'. https://feedback.bistudio.com/T126837 1 Share this post Link to post Share on other sites
cb65 86 Posted February 27, 2018 Hi, Is anyone else getting doubled up text when using sideChat ? I think the bug started for me after yesterdays update. For example with this code: _message = format ["All units be advised: Artillery Support is inbound at map coordinates 000000."]; [[west,"Base"], _message] remoteExec ["sideChat", west]; I'm getting something like this: Base. "All units be advised: Artillery Support is inbound at map coordinates"All units be advised: Artillery Support is inbound at map coordinates 000000." I'm hoping its a know issue that will be fixed with today's update. Cheers. Share this post Link to post Share on other sites
haleks 8212 Posted May 20, 2018 Not sure this is the best place to ask, but does anyone know if there is any kind of tutorial explaining how to use the variantsAI[] parameter in animations configs? The Config Reference doesn't say much... I'm trying to add several idle animations to a custom moves set as variants, but I can't get my units to play them - they always play the same default custom idle anim. Share this post Link to post Share on other sites
f2k sel 164 Posted May 21, 2018 Over the last couple of weeks I've been trying to help people (rookies) with some heli landing issues. You tell one person to do something and it works fine for another it fails, it took my feeble brain a while to work out what was going on. There seems to be bug in the land_wp . It only works if the chopper is already flying it won't work if the chopper has to take off first. I do know about using the land command and that works it's just very confusing for newbies when simple things don't work. 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 21, 2018 3 minutes ago, f2k sel said: Over the last couple of weeks I've been trying to help people (rookies) with some heli landing issues. You tell one person to do something and it works fine for another it fails, it took my feeble brain a while to work out what was going on. There seems to be bug in the land_wp . It only works if the chopper is already flying it won't work if the chopper has to take off first. I have good results when i put the landing orders in the waypointstatement of a move waypoint. so "move to [X,Y,Z]" then attempt landing. No extra loops required. https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_AIXHeliInsert.sqf#L297-L308 1 1 Share this post Link to post Share on other sites
haleks 8212 Posted June 22, 2018 I noticed setting difficulty to not show detected mines doesn't prevent players from targetting and revealing them - causing the mine detector to stop playing the beeping sound... That's not practical IMO, anyone knows if it's possible to work around that? I've been fiddling with it for the last 2 hours, the lack of scripting options regarding difficulty and mine interactions is driving me crazy. :/ Edit : Found a solution, although it's for a very specific scenario : I don't want players to see or be able to disarm mines. Forcing said mines to stay below ground level seems to be working : players can see them on the detector, but can't reveal them. 3 Share this post Link to post Share on other sites
SuicideKing 233 Posted June 22, 2018 On 5/21/2018 at 6:44 PM, f2k sel said: Over the last couple of weeks I've been trying to help people (rookies) with some heli landing issues. You tell one person to do something and it works fine for another it fails, it took my feeble brain a while to work out what was going on. There seems to be bug in the land_wp . It only works if the chopper is already flying it won't work if the chopper has to take off first. I do know about using the land command and that works it's just very confusing for newbies when simple things don't work. Yeah i was facing this a while ago with the Hummingbird + editors, certainly is a bug of some sort somewhere. Haven't tried Quicksilver's method yet, simply because i was too lazy to do it lol. Share this post Link to post Share on other sites
winse 22 Posted June 26, 2018 On 11/3/2017 at 6:27 PM, pierremgi said: lifestate command already exists. Something more? lifestate command sometimes returns incorrect results in MP if another player is far from you. More exactly - after another player lifestate changes - on your machine lifestate continues to return the previous value for a pretty long time. I currently face such behaveour. Share this post Link to post Share on other sites
pierremgi 4850 Posted June 26, 2018 8 hours ago, winse said: lifestate command sometimes returns incorrect results in MP if another player is far from you. More exactly - after another player lifestate changes - on your machine lifestate continues to return the previous value for a pretty long time. I currently face such behaveour. Interesting... if it occurs in Vanilla Arma! I'll give it a test. I already found that incapacitated AIs are considered as healthy for orders (it's ridiculous that AI's leader are still ordering incapacitated units to do something...) and this other weird problem is not solved: The usual "need more info" is not fair at all for a 2 minute test in vanilla. BI devs don't care with that. 1 Share this post Link to post Share on other sites