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Everything posted by commy2

  1. That RPT file on the pastbin is missing some lines at the top and inbetween. Please upload the full one, otherwise I can't help.
  2. Use 3.1.2, which fixes that error. If it doesn't work on your Linux server, find out why or upload the RPT file so I can take a look.
  3. @Robalo I wrote a possible solution in the CBA private Slack.
  4. >cant you add str(side player) == 'GUER' in the function that you want done only by independent? Like this No.
  5. They all persist after respawn in Arma 3 and they stay on the corpse too, although "Respawn" and "Killed" obviously won't be triggered again.
  6. Are we allowed to delete blatantly false comments on the scripting wiki? E.g. this comment from disat: https://community.bistudio.com/wiki/getPos >This command returns a PositionAGL. Apparently, Position and PositionAGL are the same thing. getPos reports AGLS, not AGL. He left the same comment on setPos and there exists this misconception that setPos and getPos actually use the same reference system for the z-axis, which they don't. A clean wiki could avoid such misconceptions.
  7. commy2


    We take PR's if you want to try your luck with it. https://git.koffeinflummi.de/bwmod-team/bwa3-public/merge_requests
  8. Seems like such a simple thing is still to complicated. If only Arma were open source this could've been fixed years ago and without much effort to be honest.
  9. commy2


    >Does defining limitsArrayTop[] and limitsArrayBottom[] polygon not work on helicopter turrets then? Nope. As you said, it's for FFV turrets.
  10. commy2


    Nah. There only is a min and max elevation value for guns on helicopters in config and we can't determine that as a function of the azimuth. I'd rather have it go up too much in this rare case than limiting the inclination when the gun is facing forward.
  11. commy2


    This is all you need. Replace anything that starts with "bwa3_" (except for "BWA3_Leopard_base") with whatever you have. class BWA3_Leopard_base; class BWA3_Leopard2A6M_Tropen: BWA3_Leopard_base { _generalMacro = "BWA3_Leopard2A6M_Tropen"; author = "$STR_BWA3_Author"; scope = 2; displayName = "$STR_BWA3_Leopard2A6MTropenName"; side = 1; faction = "BWA3_Faction"; crew = "BWA3_Crew_Tropen"; editorPreview = "\bwa3_leopard2a6m\editorpreview\BWA3_Leopard2A6M_Tropen.jpg"; //vehicleClass = "BWA3_Armored_Tropen"; //editorSubcategory = "BWA3_EdSubcat_Tanks_Tropen"; hiddenSelectionsTextures[] = { "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_wanne_tropen_co.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_turm_tropen_co.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_fahrwerk_tropen_co.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_decals_tropen_ca.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_netz_tropen_ca.paa", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)" }; forceInGarage = 1; };
  12. Bug reports go on the issue tracker. Forum posts are mostly ignored.
  13. The load(Abs) commands seem to be broken. They count loaded magazines twice. Extreme example: // getUnitLoadout player // loadAbs player // no PCML missile [[],["launch_NLAW_F","","","",[],[],""],[],[],[],["B_AssaultPack_rgr_LAT",[]],"","",[],["","","","","",""]] 120 // 1 PCML missile in backpack [[],["launch_NLAW_F","","","",[],[],""],[],[],[],["B_AssaultPack_rgr_LAT",[["NLAW_F",1,1]]],"","",[],["","","","","",""]] 200 // 1 loaded PCML missile [[],["launch_NLAW_F","","","",["NLAW_F",1],[],""],[],[],[],["B_AssaultPack_rgr_LAT",[]],"","",[],["","","","","",""]] 280
  14. So when does the event handler come that fires when the player changes the actual view and how will it be named? (GUNNER -> INTERNAL -> EXTERNAL etc.)
  15. - Every module is a game object. The more of them, the worse performance gets, even though the effect of one alone is probably not measureable. - Every module runs a small script at mission start. More code to execute = slower mission start. - Modules can become outdated when their parameters are changed in an update, which can lead to script errors and you having to delete and replace the module. - Modules are a PITA to handle, because you have to use the slow editor to change them. A .hpp file can be edited with text editors. - Many settings don't have a module.
  16. There is a module / setting that must be used to enable the surrendering feature. AI won't shoot you when surrendered, so it's disabled by default, as it would break missions.
  17. It happens in vanilla, because the same bug applies, as I wrote and reported on the feedbacks, to addWeaponCargo(Global) which Zeus uses. Every MineDetector added by a Zeus is affected by this. When scripting yourself you can always use addItemCargo(Global) instead, which adds a working version of the item.
  18. The garbage collector is too eager regarding ground weapon holders. Using: test_gwh = "groundweaponholder" createVehicle position player; test_gwh addItemCargoGlobal ["FirstAidKit", 1]; clearItemCargoGlobal test_gwh; test_gwh addItemCargoGlobal ["FirstAidKit", 1]; does delete the ground weapon holder one frame later, despite there being one item in the cargo. I know this example does not make practical sense, but it's the easiest way to reproduce. If you're trying to manipulate a ground weapon holder currently, you have to always add a safety item which is later removed in case the ground weapon holder is empty at any point in your script. This does apply to unscheduled environment too, so no fluke.
  19. "setUnitLoadout" suffers from the same problem "addWeaponCargo(Global)" does regarding mine detectors - the mine detector is considered a secondary weapon / rocket launcher. player setUnitLoadout [[],["MineDetector","","","",[],[],""],[],[],[],[],"","",[],["","","","","",""]] Note that this version of the mine detector does not stack with the regular ones, does not detect mines as far as I can tell and takes up no space in cargo / has no "mass". Btw. there seems to be no way to resize images on the forum.
  20. Cleaning up variables from object namespace is broken. works correctly: missionNamespace setVariable ["testvar", nil]; [missionNamespace getVariable "testvar", "testvar" in allVariables missionNamespace] // reports: [<null>,false] but does not work for: player setVariable ["testvar", nil]; [player getVariable "testvar", "testvar" in allVariables player] // reports: [any,true] There is no need for this. The variable name should be removed from the object variable hash.
  21. CBA_missionTime is the same as time, but synched when joing a MP game and resumed when loading a savegame. It's also based on the machine clock and not on FPS / game speed, so it stays synched for hours on all machines. It's just a less shitty, MP and JIP compatible version of the vanilla "time" command.
  22. ACE should work after loading a save game without the need for "reinitialization". What exactly is not working? Are you trying with only CBA and ACE?
  23. The inventory commands don't report the integrated items. player addHeadgear "H_PilotHelmetFighter_B"; hint format ["hmd: %", hmd player]; // expected: 'hmd: Integrated_NVG_F', actual: 'hmd: ' Major inconvenience. The slot is blocked and the command should therefore report the integrated item.
  24. Any chance we can get make the "count" parameter in "array select []" optional? _string select [3] works, but you have to write: _array select [3, 1E7] otherwise it complains about a missing parameter.