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Everything posted by commy2

  1. Or just give a setter and getter to force the ragdoll... But that has been requested since Alpha...
  2. Those overwrite the EventHandlers class instead of inheriting it from their parents, which would break the Extended EventHanders component of CBA_A3. Therefore I have to add back the CBA_Extended_EventHandlers class. Sucks that the editor makes a dependency out of this, but that is a problem of 3den and nothing the community can fix. Always disable all mods if you want to make a mission that should work without mods. https://github.com/CBATeam/CBA_A3/blob/master/addons/xeh/CfgVehicles.hpp#L229-L316
  3. Ref: https://github.com/CBATeam/CBA_A3/issues/745 It's not a problem with CBA as far as I can tell, because this is a function by BI and never used in CBA (anymore since a long time).
  4. "class Men" has no interactions actions class, because it includes animals. AT weapon buddy reload doesn't make much sense on snakes. The classes are in CAManBase, Car, Tank, Motorcycle, Plane, Helicopter, Ship_F etc. You only need to inherit from those when you want to add a action to a specific tank class. Or you just use the functions, which is easier, but can't overwrite afaik.
  5. commy2


    No. I have some scripts for it (proof of concept for the functionality / scripting) on my hard drive, but no one made a model, party because there is no suitable references (high quality pictures of details - not images from google) available.
  6. "Override" as in disable? class CfgVehicles { class Man; class CAManBase: Man { class ACE_Actions { class ACE_MainActions { class ACE_RemoveHandcuffs { condition = "(false)"; }; }; }; }; }; The parenthesis are there to prevent overzealous tools from replacing the boolean string with the number zero. If you want to get fancy, you can try delete: class CfgVehicles { class Man; class CAManBase: Man { class ACE_Actions { class ACE_MainActions { delete ACE_RemoveHandcuffs; }; }; }; }; The config is here: https://github.com/acemod/ACE3/blob/master/addons/captives/CfgVehicles.hpp#L1-L26 and luckily there isn't any base classes to inherit from, except for "Man". Make sure to disable "Rebuild CfgPatches" if your tool has that. You got it correct yourself (load after "ace_captives"), and that option is a huge pitfall.
  7. Depends on what you're doing with your script. I'm sure Quiksilver has a good reason why he wants it to be an empty array. This technique is used in ACE3 everywhere. private _assignedItems = getUnitLoadout _unit param [9, ["","","","","",""]]; // ["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGoggles"] getAllHitPointsDamage _vehicle param [0, []] fullCrew [_vehicle, "commander", true] apply {_x select 3} param [0, []] (assignedVehicleRole ACE_player) param [1, []] etc. etc.
  8. You win. [_object actionParams _id] param [0, []] params ["_script", "_arguments", ...];
  9. Not even newly added commands are consistent. It just gets worse every patch. Thankfully we have param(s). [_object actionParams _id] param [0, []]
  10. All intersect commands before lineIntersectsSurfaces fail under water.
  11. I don't want to know when it becomes day/night. I used the command as approximation of know how bright it is. Now it's useless and I have to hack something together. It broke ACE maps being darker at dusk / dawn. Now it's either bright or very dark.
  12. The very strangely named command https://community.bistudio.com/wiki/sunOrMoon is broken. It only reports 0 and 1 now, nothing in between anymore.
  13. You actually thought this update to the debug console was a good idea, didn't you?
  14. You need the latest version of the game. A cracked version is not supported. Please buy the game.
  15. There is no way to detect input from controllers. BI would have to provide API for that first. The only other way would be a DLL extension. I'm not sure that that is desirable for CBA considering the problems with Battle Eye etc.
  16. Why would you fill the map with millions of markers? That will kill performance when looking at the map ingame.
  17. @killzone_kid You broke BIS_fnc_addStackedEventHandler by changing it to use compile format! Object references don't survive being stringified and recompiled unless they have a vehicle var name.
  18. >I think my post was pretty clear that NO other non-BIS addon was used. No it's not. >CBA 3.3.1 breaks key bindings and CBA 3.1.2 works. But can anyone confirm this? > I do not have custom addon keybindings Everyone has, because there are some that are part of CBA (Joint Rails) Issues should be reported on the issue tracker. I will not respond to further posts from you here about this issue. There is a reason why there is a template to fill out. Without needed information, no help can be provided.
  19. Issues should be reported on the issue tracker.
  20. > have any custom addon keys bound (I didn't ever set one up for sure), only keys defined by the game. You probably have some mod keybinding that is set to overwrite the input bound to Shift/Control. Issues should be reported on the tracker. With RPT and all that. No one knows which other mods you're even using.
  21. No, but you could upload a RPT file that maybe gives an indication what went wrong.
  22. @ Col. Ben Sherman The warning has nothing to do with what you're doing. "Hit" either only runs on the shooters or the targets machine. Can't remember. Maybe you add it on the wrong machine or expect it to work on one that doesn't qualify the locality conditions. lol @ helicopterenthusiast Sure was CBA. @ TSgt. Balzer 29th ID "macro'd multi key binding" ??
  23. commy2


    Very well. But please continue this conversation by private message.