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Everything posted by commy2

  1. Maybe it is, maybe it isn't. I wouldn't change it at this point. Proud to say that we are doing that anyway since AGM.
  2. There was no need to make zeus remote controlling like UAV remote controlling in the first place. Just look at how strange it is that you have to use the "leave UAV" action menu option to return to the zeus interface. The not dying part could've been handled differently.
  3. I have no strong opinions about this. I would be fine with either one. Would be easier if everything that uses "player" worked out of the box, but I guess changing it now would cause a myriad of other issues.
  4. You said: >playerControlled was added and removed because it was duplicating existing functionality. If I remember correctly you could get the same results with cameraOn. But the changelog says: >Arma 3 1.24: New command playerControlled (like the player command, but it will return the remote-controlled unit) "cameraOn" is not the same as this "playerControlled", because "cameraOn" does not report the remote-controlled unit (if it's inside a vehicle). But you said it was removed because it would be the same. Something is wrong here. And actually having "playerControlled" would be usefull, although not perfect as kju described.
  5. That's wrong though. cameraOn will report the vehicle your remote controlled unit is inside. It's not the same as: missionNamespace getVariable ["bis_fnc_moduleRemoteControl_unit", player]
  6. Was planned years ago and even appeared in a changelog. Never happened though. https://github.com/KoffeinFlummi/AGM/issues/327#issuecomment-48922880
  7. deflectionSlowDown does nothing in Arma 3. It's legacy from A2 and not compatible with PhysX calculated bouncing of Arma 3. Changing the simulation to shotSmoke means that the grenade no longer bounces at all, but it also means that smoke sounds are not played correctly. The simulation shotSmoke in A3 is only used for sub munition of smoke artillery shells which themselves use shotDeply as simulation type.
  8. @long range Error on game start when using CBA together with DEV or perf binaries v10 or later is already fixed on CBA master branch. https://github.com/CBATeam/CBA_A3/issues/539Wait for update of CBA or use stable branch. Has nothing to do with the performance binaries from this thread, so further questions about this specific error should go here: https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/page-46 or into the linked github issue thread.
  9. Error on game start when using DEV or perf binaries v10 is already fixed on master. https://github.com/CBATeam/CBA_A3/issues/539Wait for update and use stable branch. No idea about AI animations, but I don't see why CBA would do that. (CBA has no animation config fixes / changes like ACE has for example)
  10. Good to hear. Reports "a" for me. (1.62)
  11. I've written this a long time ago and it was even briefly fixed in dev branch, but then got reverted and never hit stable. Why does "param [-1]" select the first entry of the array and does not use the default value? ["a", "b", "c"] param [1, "d"] -> "b" ["a", "b", "c"] param [0, "d"] -> "a" ["a", "b", "c"] param [-1, "d"] -> "a" // should be "d" ["a", "b", "c"] param [-2, "d"] -> "d" If this would work as one would expect and choose the default value when a negative index is provided, then this command could be used together with "find" to pick elements out of two associaed arrays by index position: private _value1 = _array1 param [_array2 find _needle2, _default]; Maybe I'm missing something here.
  12. Doesn't crash for me, but it get a black screen and it says: Error: Base respawn for unknown is not supported.
  13. Can you upload that mission?
  14. There are a million guides on how to use keys on a server. This doesn't belong here. Sorry.
  15. Rewrite of the medical system and transition to the CBA settings.
  16. I think you have to start over your campaign / mission, @tonci87. There is nothing we can do about that.
  17. Nothing we can do about this. Eden does this and there is no way to avoid or modify it. You can always manually adjust your mission.sqm though. No and no.
  18. It conflicts with other mods adding effects. RHS, Blastcore and probably others I think.
  19. Tanks / tracked vehicles are completely broken in this game. If you turn them on the spot, they fall over for seemingly no reason. See: This has been the case for over a year now and I haven't seen any response about it from anyone at BI. Maybe it's the case that the DayZ / Life / whatever crowd has moved on, or has started to move on to the next shiny title. Why wouldn't the core and long term interested milsim crowd be "cynical" and "lose hope" if game breaking (!!!) problems like this are ignored?
  20. >Yes ia is still invicible. And eventhandlers.pbo is from a mod. I deleted it and nothing. I don't really know what is the rpoblem. Ia is invicible just when I activiate Ace. And I have the srcipts errors. You deleted it and the error persists? Please upload the RPT again. And no. The file does not belong there. It is the reason for your script error!
  21. Kudos to BaerMitUmlaut. He found the problem. @11bigj0j0 23:45:32 addons\extended_eventhandlers.pbo - unknown Delete this file. It doesn't belong there. Why did you put that there???
  22. Looks like you are loading the CBA mod from Arma 2. But it doesn't show up in the list of loaded Addons. My only explanation is that the RPT is fabricated... Try to delete everything, including a manual folder delete and install it all again. Also avoid Steam. I don't trust their tools. My only explanation is that the RPT is fabricated... Try to delete everything, including a manual folder delete and install it all again. Also avoid Steam. I don't trust their tools.
  23. Thanks. Looks like your game is borked. I'll take a close look later. https://gist.github.com/commy2/0d69185d8d0b3ab8c260ce1ce4feba25 https://gist.github.com/commy2/aaaf3b5c988b6f44ed0c2d3e8336ba92