R3vo 2654 Posted January 28, 2016 Good to know, have to update my quicksave mod then. Share this post Link to post Share on other sites
gippo 38 Posted January 28, 2016 Added: Ability to disable receiving of chat messages using the enableChannel commandAny info on this? Or is it just disabling the chat messages automatically? Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted January 29, 2016 Please allow disabling of the systemChat BattlEye spam. Each time a client joins/disconnects takes 3+ lines in the chat box. In a high traffic server, chat box is broken. Type a message and its gone in 5 seconds due to BattlEye join/disconnect messages. Broken chat box + broken VON does not the players make happy :) Share this post Link to post Share on other sites
gippo 38 Posted January 29, 2016 Please allow disabling of the systemChat BattlEye spam. Each time a client joins/disconnects takes 3+ lines in the chat box. In a high traffic server, chat box is broken. Type a message and its gone in 5 seconds due to BattlEye join/disconnect messages. Broken chat box + broken VON does not the players make happy :) I think the VON (side channel) could work better if we could restrict it to only squad leaders. In my experience, VON is mostly stuttering only if there are a lot of players listening to the message. Obviously a VON fix would be the best, but well... keep dreaming. :D I agree on disabling the system message spam. Share this post Link to post Share on other sites
commy2 188 Posted February 9, 2016 http://feedback.arma3.com/view.php?id=27475 So, since clientOwner is intended to report wrong ID's apparently, can we have an alternative command that actually can be used safely with the publicVariable family? Share this post Link to post Share on other sites
bumgie 49 Posted February 12, 2016 I wonder what these are: Added: Character specialties can now be changed on-the-fly via script commands setSpeciality / getSpeciality (including custom specialties). Overrides are only active during the current scenario and specialties are stored in the AI brain, so it’s respawn-compatible. Share this post Link to post Share on other sites
R3vo 2654 Posted February 12, 2016 One can use that command to enable medic or engineer specialty to a unit. I hope that custom specialties will also be supported, like ace medic. Share this post Link to post Share on other sites
killzone_kid 1331 Posted February 12, 2016 One can use that command to enable medic or engineer specialty to a unit. I hope that custom specialties will also be supported, like ace medic. Added: Character specialties can now be changed on-the-fly via script commands setSpeciality / getSpeciality (including custom specialties). Maybe Share this post Link to post Share on other sites
gippo 38 Posted February 12, 2016 Any info about the specialty names? I know "engineer" and "medic" alreadyedit: "uavhacker" Share this post Link to post Share on other sites
commy2 188 Posted February 12, 2016 Another speciality would be "disarming mines". I don't know what the correct name for the script command is though. Share this post Link to post Share on other sites
gippo 38 Posted February 13, 2016 Another speciality would be "disarming mines". I don't know what the correct name for the script command is though. Tried with the canrepair and candeactivatemines stuff (or something similar from the config), but those don't work. Engineer is already in, and the engineer can repair AND deactivate mines, so I think it won't be a separate specialty :( Share this post Link to post Share on other sites
twisted 128 Posted February 13, 2016 Any info about the specialty names? I know "engineer" and "medic" already edit: "uavhacker" agree. Be actually quite useful to have a full list. Share this post Link to post Share on other sites
commy2 188 Posted February 13, 2016 Tried with the canrepair and candeactivatemines stuff (or something similar from the config), but those don't work. Engineer is already in, and the engineer can repair AND deactivate mines, so I think it won't be a separate specialty :( While the engineers can deactivate mines and repair vehicles, there also are repair and explosive specialists that can do either or. Maybe the command doesn't support that though. Share this post Link to post Share on other sites
dr. hladik 231 Posted February 15, 2016 Medic (bool) Engineer (bool)Pyrotechnic (bool)UavHacker (bool) CamouflageCoef (float) AudibleCoef (float) FatigueCoef (float) 5 Share this post Link to post Share on other sites
R3vo 2654 Posted February 15, 2016 CamouflageCoef (float) AudibleCoef (float) Am I in heaven already? Share this post Link to post Share on other sites
Alwarren 2767 Posted February 15, 2016 Medic (bool) Engineer (bool) Pyrotechnic (bool) UavHacker (bool) CamouflageCoef (float) AudibleCoef (float) FatigueCoef (float) Will this be in the Eden update already? Please say "yes" :) Share this post Link to post Share on other sites
twisted 128 Posted February 15, 2016 Am I in heaven already? Im not that in the know - why are these such a big deal? Share this post Link to post Share on other sites
R3vo 2654 Posted February 15, 2016 Will this be in the Eden update already? Please say "yes" :) If not, I am gonna mod it in there anyway :D Share this post Link to post Share on other sites
dr. hladik 231 Posted February 16, 2016 Will this be in the Eden update already? Please say "yes" :) Sorry, you have to wait for 1.58. Share this post Link to post Share on other sites
Alwarren 2767 Posted February 16, 2016 Sorry, you have to wait for 1.58.Aw, too bad. Thanks for the reply!Send from my tablet, so pardon any autocorrect bollocks Share this post Link to post Share on other sites
froggyluv 2136 Posted February 16, 2016 Any chance we'll ever get an "isIndoors" since the audio engine is already somehow calculating this? Would be amazing for special indoor behaviours. Also please link the new cancel autoDanger to a functioning player driven command "Clear" so that we are finally on even authoritative floor as #2 2 Share this post Link to post Share on other sites
inlesco 233 Posted February 19, 2016 Any hints on the new viewVector command? Not found here: https://community.bistudio.com/wiki/Category:Introduced_with_Arma_3_version_Dev Share this post Link to post Share on other sites
nikiller 18 Posted February 19, 2016 hi, CamouflageCoef (float) AudibleCoef (float) THANK YOU! Now it would be nice to add: - SensitivityCoef (How well and how far the given unit senses other units)- SensitivityEarCoef (How well can the given unit hear others units) and it will be PERFECT. cya. Nikiller. Share this post Link to post Share on other sites
killzone_kid 1331 Posted February 21, 2016 I'm curious about inPolygon. Does this mean we'll be getting something along the lines of drawPolygon as well? It would be neat if we could draw sectors on maps without using elipses or rectangles. Maybe Monday: https://community.bistudio.com/wiki/drawPolygon 3 Share this post Link to post Share on other sites
mad_cheese 593 Posted March 2, 2016 I am not sure if this is the right section.. I would usually check the feedback tracker but that's not around these days. Waypoints of HighCommand Subordinates with assigned statements containing either this or thislist will throw a scripterror when hovering over the waypointmarkers on the map: Error undefined variable in expression: this However, the waypoint statements are executed perfectly containing both of these fixed variables - it's just hovering over the WP markers that throws the error, I assume that the waypointstatements are being checked by the engine when hovering. Share this post Link to post Share on other sites