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Everything posted by commy2
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Since 1.42 - No one seems to care.
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CBA - Community Base Addons - ARMA 3
commy2 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That is not possible with any command as far as I know. There is also nothing we could provide for this case. I suggest making a feature request on the BI feedback tracker. -
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?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
He also used the Prevent Insta Death setting, which probably helped him survive too. That's why I'm asking what the expected result would be. -
CBA - Community Base Addons - ARMA 3
commy2 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What do you mean by "not synched between clients"? The syntax is in the functions header and looks like this: [player, "Alarm01",500] call CBA_fnc_globalSay3d; -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What would the expected result be in your opinion? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not involved with the refueling module of ACE. See: https://github.com/acemod/ACE3/blob/master/addons/refuel/README.md -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, the issue applies to all kinds of scripted damage, scripted projectiles etc. By "config" I always mean the addon master config. In the addon master config, there is no difference between AI and playable units. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, but due to limitations of the Arma engine, and the way the medical system works, the "killer" will not be reported correctly most of the time. There are several feature requests on the BI feedback tracker that could resolve this, e.g. http://feedback.arma3.com/view.php?id=20284 Currently it's not possible for us to fix this - without removing the medical system that is. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No. It's not that easy. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. I think this discussion dates back to AGM. The final verdict was, that it was a Leopard 2SG and not a Leopard 2 Revolution. I can't remember any details about it though. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Currently not. -
Bundeswehr Kleiderkammer ( Gear of the German Armed Forces )
commy2 replied to herr_kaleun's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You are repeating yourself like a broken record. https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2961017 -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You obviously can't change the RHS attachments with the keybind from ACE. They are different systems even though they "do the same thing". -
It is faster, but that is _because_ it works differently.
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append modifies the original array _array = [1,2,3]; _array append [127]; _array -> [1,2,3,127] append itself has no return value. What you are looking for is + _array = [1,2,3]; _array + [127] -> [1,2,3,127]
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You have to bind them to different keybinds. -
clientOwner bug: http://feedback.arma3.com/view.php?id=27475 onPlayerConnected bug: http://feedback.arma3.com/view.php?id=27477
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The clientOwner command from the dev build breaks when used in a resumed MP game. 1. Start LAN game. [clientOwner, owner player] -> [2,2] 2. As host / server return to lobby (save) and resume game. [clientOwner, owner player] -> [3,2] Same happens on all clients that connect to the game. Should I report this on the feedback tracker? Also, onPlayerConnected is not serialized, which means that you have to add a dummy event with BIS_fnc_addStackedEventHandler with a "Load" missionEvent.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://community.bistudio.com/wiki/remoteExecCall -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Maybe. If dedicated people keep working on it.. https://github.com/CBATeam/CBA_A3/pull/236 https://github.com/acemod/ACE3/pull/3150 -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You are not correct again. In vanilla Arma, even when you disable channels, you can still select them with the map marker drop down menu: http://i.imgur.com/t0LElQp.jpg Since the original channel drop down menu from AGM / ACE was replaced with the one introduced in vanilla, the same happened in ACE (, because we deleted ours in favour of the engine based solution by BI). This issue was again fixed in ACE 3.4.2. See: http://i.imgur.com/5gUGQVc.jpg Are you using the latest version? Please upload a RPT file. ref: https://github.com/acemod/ACE3/pull/2990 -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No. The game doesn't allow you to block group channel (and global channel for the logged in admin) anymore. This is happens with and without ACE. Edit: If you don't believe me, you can test this yourself: https://community.bistudio.com/wiki/enableChannel 0 enableChannel false; 1 enableChannel false; 2 enableChannel false; 3 enableChannel false; 4 enableChannel false; 5 enableChannel false; Where: 0 - Global 1 - Side 2 - Command 3 - Group 4 - Vehicle 5 - Direct If you then press the keys for "next channel" and "prev channel" (default: , and .) you will notice that you can still select global channel (as admin) and group channel. The exact same thing happens with the description.ext entries. This is with or without CBA / ACE. Keep in mind that you have to test this in MP as in SP / Editor channels don't exist. ref: http://feedback.arma3.com/view.php?id=9586 -
CBA - Community Base Addons - ARMA 3
commy2 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't see any crash in there. The game just stops writing. Weird. Please also delete this file: Steam\SteamApps\common\Arma 3\Campaigns\dfa.pbo It doesn't belong there...