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moricky

BI Developer
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Everything posted by moricky

  1. moricky

    Mission Presentation

    The brackets tells the engine it should read the entry as an array. I forgot to write them in the wiki example, corrected now. Thanks for pointing it out ;)
  2. It's a bug, I'll fix it on Monday. Your custom title will then replace the default unit name. Thanks for feedback ;)
  3. moricky

    Mission Presentation

    Not currently, but adding an ability to restore the death loadout is on my list ;)
  4. Thanks for feedback, will be fixed tomorrow ;)
  5. Could please you post screen of the scripting error, either here or to the issue tracker? BTW: Did you by any chance copy the old Alpha profile to the new folder? I guess not, but it's potential cause of the error. Thanks for info, will be fixed in tomorrow's dev branch update.
  6. The page you linked to already describes the configuration. Loadout menu is a respawn template called MenuInventory. Templates are are defined in Description.ext: respawnTemplates[] = {"MenuInventory"}; Available loadouts can be set using CfgRespawnInventory class also in Description.ext (see expandable code in the template info, right below the picture). You can either define every item separately, or you can simply link to an existing unit class and the loadout will be copied from it.
  7. moricky

    Respawn with Custom loadout

    In Beta, we added a respawn menu where player can select a loadout. It might be what you're searching for. http://community.bistudio.com/wiki/Arma_3_Respawn#MenuInventory
  8. moricky

    Mission Presentation

    Added info about newly added respawn menu for selecting position and loadout.
  9. _description = getText (configFile >> "CfgVehicles" >> typeOf alpha1_1 >> "displayName");
  10. To remove the frame, use the following style: style = ST_NO_RECT; For more info about styles, see community wiki #define ST_NO_RECT 0x200
  11. I must dissapoint you, there are no such measures in place. Nowhere in PMC campaign is player automatically healed. By all means go check mission and module scripts by yourself, it's not that we can hide these things ;) If you were running the game with mods, there's a chance some of them interfered with the damage system and made player less vulnerable. Not true. When you have wounded legs, you can only walk, running and sprinting is impossible. With wounded hands, you aim shakes uncontrollably. It's been like this since OFP (with exception that player was forced to lie down with wounded legs there). Again, go check it by yourself; shooting a soldier's legs or arms and team switching to him to observe the effects is something you can do in editor quite simply.
  12. Wait wait wait, PMC had regenerating health? Where was this and why was I not informed Neither in PMC nor in any other Arma game had player any automatic health regeneration. I'm not sure where you have the information from, but it's incorrect. About the current health system implementation - yes, it's not perfect and yes, it should be further improved. On othe other hand, the presence of first aid kits gives designers greater flexibility in balacing their missions. You can remove them from enemies, leave them only to some, put them to cargo boxes, award them after completing objectives, etc. Nobody says you should stick with the default state, which is anyway not final (who will carry the kits and how much will they weight is still subject to change).
  13. moricky

    copy/paste config viewer

    Press Shift + Ctrl + C to copy all entries of the selected class.
  14. moricky

    Arma 3 - Pre-E3 Livestream Hangouts

    Sorry for misinformation - strategic map module isn't in Alpha, only its functions are (in ORBAT category, as you already found out). Will fix it in Beta. You can open it by calling the following code: [] call BIS_fnc_strategicMapOpen; Script header of the function describes how to configure interactive icons and custom images. The upcoming modules will simply visulize the configuration.
  15. moricky

    debriefing backgroundPicture

    The param is called pictureBackground, not backgroundPicture. Community wiki documentation was incorrect for some time, I corrected it only few day ago. Sorry for confusion. Note: If you won't use the param at all, overviewPicture will be used by default. Also, when you not define the title param, MISSION COMPLETED / MISSION FAILED will be used automatically based on whether the mission ended or failed.
  16. moricky

    colored Hints ?

    Works for me in the latest Alpha Dev. [ATTACH=CONFIG]199[/ATTACH] hint parsetext "<t underline='true'>Underline seems to work</t>"
  17. moricky

    colored Hints ?

    Full list of supported tags can be found on community wiki.
  18. As opposed to A2, respawnDialog entry now toggles only score table, the counter is displayed independently. The counter is shown by default in any mission with Instant (2) or Base (3) respawn type, provided the respawnDelay entry is larger than 0. It's configured as "Counter" respawn template in respawnTemplates entry, and it's handled by BIS_fnc_respawnCounter function (check CfgRespawnTemplates in in-game config viewer for details).
  19. moricky

    Disable error output

    As you can see, locating and fixing an error is often very quick process. As for disabling the errors completely, let me re-post my comment from the feedback tracker:
  20. It's a bug. overviewPicture currently accepts only absolute path, while it should support relative directory as well. We're fixing it now ;)
  21. moricky

    Mission Presentation

    The new configuration of mission overview described.
  22. Forced functions are executed upon mission start, so there must be a mission ;) You mentioned you were "testing locally", so my question is where did you test it? SP missions? SP editor? MP mission? MP editor? JIP? ...
  23. I'm afraid I'm unable to reproduce the issue, forced functions are called only once. When you enable logging, you can see there's only one set of calls: "BIS_fnc_log: [Functions Init] Executing BIS_fnc_preload" "BIS_fnc_log: [Functions Init] Executing BIS_fnc_feedbackMain" "BIS_fnc_log: [Functions Init] Executing BIS_fnc_missionFlow" "BIS_fnc_log: [Functions Init] Executing BIS_fnc_missionDebug" "BIS_fnc_log: [Functions Init] Executing BIS_fnc_missionHandlers" "BIS_fnc_log: [Functions Init] Executing BIS_fnc_initMultiplayer" "BIS_fnc_log: [Functions Init] Executing BIS_fnc_initRespawn" Do you use default or dev build? Are your running the mission from main menu, editor or multiplayer? Does it happen in all of these cases, or only in some of them?
  24. moricky

    Mission Presentation

    Added info about Communication Menu
  25. Thanks for the info. We're aware of the issue and fixing it so it can appear in the next build.
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