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Everything posted by DarkDruid
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				Is there a way for CH-67 to lift the Tempest (device) truck?
DarkDruid replied to panicsferd's topic in ARMA 3 - QUESTIONS & ANSWERS
This post could be helpful: http://forums.bistudio.com/showthread.php?160330-Scripting-Discussion-%28dev-branch%29&p=2807928&viewfull=1#post2807928 - 
	
	
				Scripting Discussion (dev branch)
DarkDruid replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
You need to create selections for hook placement in the model of given vehicle and define parameters slingLoadCargoMemoryPoints and slingLoadCargoMemoryPointsDir (this affects orientation of hooks, you can use an empty array for default orientation) in config class of given vehicle. This way you will allow sling loading of given vehicle and the only issue will be the mass, which can be changed by scripting command setMass in the mission. But be aware, that any change of mass will affect the behaviour of given vehicle and you should change the mass back when the vehicle is back on the ground.- 1481 replies
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	This mission is stored in Missions_f.pbo.
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				Feedback tracker administration
DarkDruid replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Missions are created by more different people. Broken mission is usually fixed by the author of given mission. This is the reason why some missions can be fixed sooner than some other (possibly more important) missions. Anyway, this ticket was assigned which means, that the author of given mission knows about the issue and fixes it as soon as possible (=when all work with higher priority will be done). If you want to play this mission right now, you can switch to the stable branch. This mission should work in the stable. Thank you for understanding.- 275 replies
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	Hello, could you please report your issue in our Feedback Tracker (feedback.arma3.com)? There is the "How to guide" button in the upper right corner, you can find there detailed description how to properly report a crash. This way we will be able to solve your issue faster. Thank you!
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				Feedback tracker administration
DarkDruid replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
This should work in any mission. You can set the shortcut in Configure > Controls > Common > Copy Version to Clipboard.- 275 replies
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				Get position of particle effect
DarkDruid replied to npk's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, it is hard to answer without more information, because this depends on type of given explosion. If you create that explosion yourself in a script, you can store the emitter in a variable and get its position anytime. Most of vehicle destruction explosions is placed in the center of a model, so you can use the position of that model. - 
	
	
				Passing empty array with setVariable
DarkDruid replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would recommend to check how the script command "setVariable" works: http://community.bistudio.com/wiki/setVariable You get only the part marked by red color back, when you use that "getVariable" command: server setVariable ["nameofbase",["inftype","inftype","ATman" blabla]]; There is an empty array in the variable "_info" and you try to select the first item of this array. This ends up with undefined variable as far as there is no first item in that array and after that, script command "count" used on this undefined variable can't simply work. This is the reason, why you don't end up with 0. This won't work either. There is an array of strings in that "_info" variable. You select the first of them and store it in the variable "_arrayunits" and after that, you are trying to use script command "forEach" on this string. The script command "forEach" can be used only with an array. - 
	No, you won't be able to do that, you still need a Terminal of your own side to control any UAV. But you are now able to change the side of an enemy UAV (via action menu and only if you are an UAV Operator) to your own and connect to it after that. We have been thinking about ability to use a stolen enemy Terminal as well, but there would be negative impact on persistent game mods. One stolen Terminal of your side and all your UAVs would be almost useless for the rest of the game. Because of this, we have decided to use different approach, which is currently present in dev branch.
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				MBT Kuma without thermal or is it just me?
DarkDruid replied to nikiforos's topic in ARMA 3 - GENERAL
I have available thermal and night visions as gunner/commander in Kuma. Tested in dev branch. - 
	In that case, I would recommend to create a ticket on Feedback Tracker. It would be great if you could attach a simple repro mission as well. All units should be able to use an UAV Terminal if assigned in the proper slot.
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	There is terminal for each side. Is the side of that diver same as the side of used UAV Terminal? Is that Terminal assigned in the GPS slot of given unit?
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	Thank you for all your positive feedback! We are really glad that UAVs are better and more useful even in your eyes And now some answers :) This is already available in dev branch, should be part of the next stable update. Noted, thanks! There are "AV Camera" and "AV Camera (Toggle)" actions in the controls. At least I have them both in the Common category. I am unable to reproduce this issue. Please wait for the next stable branch update and report it on Feedback Tracker in case you will observe this issue even after that. Thanks! There is already a similar report on Feedback Tracker. It is not a priority right now, but we will definitely look at it. Thanks for feedback! Something like this is already planned. If there won't be any unexpected issues, it should be in dev branch soon. Should be fixed in current version of dev branch. It should already work this way. If you think current radius is too small or too big, please create a ticket on Feedback Tracker with your suggestion about the size of that area. I guess there will be more people who have some idea about that size and we can reconsider it. Thanks!
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	There are some new scripting commands related to UAVs: isUAVConnectable disableUAVConnectability enableUAVConnectability isAutonomous setAutonomous
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				Arma 3 Particle Effects documentation
DarkDruid replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
No, there is no way how to do this. Yes, all things around this effect (position, direction etc.) are processed directly by the engine, which is more efficient than scripting processing. On the other hand, your ability to manipulate with this effect is limited in comparison to scripting. There is only limited set of parameters and if you want to do something which we haven't expected (and which is not supported so far), only way is to create a request on Feedback Tracker and ask for new parameter. - 
	
	
				Arma 3 Particle Effects documentation
DarkDruid replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I don't think there is support for this directly in the module. But you should be able to create a loop in your scripts and create this module every few seconds. These were used like default textures in case the texture defined directly in the effect was not found. But most of them is not used anymore. This new exe should be helpful in this matter: https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe Yes, cannon fire effect is created different way in A3. This effect was created by scripted particle effects in A2 and now it is created via config. There is still support of the old way used in A2. If you are porting some stuff from A2 or creating new stuff based on A2 scripts, you can simply use the old way. - 
	I have here Firefox 30.0 and BIS/A3 websites working fine for me.
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	This is intended behaviour. When you disable the "autonomous" checkbox, AI inside of the UAV is disabled. Yes, this makes the terminal consistent with the map. You can create markers by double-LMB and create waypoints by Ctrl/Shift+LMB. Weapons were moved to gunner, camera stabilization has been improved. Target marking should be easier now, feel free to post any feedback about these changes. Thanks! This is not planned for now. But feel free to create a ticket on Feedback Tracker. We can look at it and reconsider available options :) These should be already implemented (that second item should be a part of dev branch soon). This is already in our plans, not sure when it will be exactly added though. I will check these. Thanks for feedback! Could you please report this on Feedback Tracker in case you are still observing this issue? Thanks! Could you please report this on Feedback Tracker in case you are still observing this issue? Thanks! Same here. Could you please report it on Feedback Tracker? Thanks! That mention was removed from the SPOTREP. It is not in the game yet, it should be added into dev branch soon. It is new feature, we would like to get some feedback after some time of using it first. I guess we could reconsider the option to add it even to helicopters, but I can't promise it right now. Thanks for feedback!
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	There are also particle modules in the editor (Modules > Effects) which could be helpful. For more complex documentation see: https://community.bistudio.com/wiki/Arma_3_Particle_Effects
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				How to create a cfgHint for use with BIS_fnc_advHint
DarkDruid replied to BullyBoii's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When I put your description.ext example in a mission, I am able to display that hint without any error message. If you are still unable to display it, could you please report this on Feedback Tracker and provide step-by-step repro? Thanks I was able to find what you needed to know in the documentation (http://community.bistudio.com/wiki/Arma_3_Advanced_Hints_%28Field_Manual%29#Config - the first sentence in this chapter). However, if you have any specific proposals which could lead to more transparent and simple documentation, feel free to write them down and send them to me. Any constructive feedback and improvement proposals are welcome. Thanks - 
	
	
				I got the Kart DLC for free?
DarkDruid replied to Nighthawk71's topic in ARMA 3 - QUESTIONS & ANSWERS
Hi, contact our support, they should be able to help you. The best way is to use the link "Contact Form" on this page: http://faq.bistudio.com/search?q=Question - 
	
	
				Scripting Discussion (dev branch)
DarkDruid replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
That is intended situation. You can check on links which you have posted, that these commands should be a part of the game from version 1.22.- 1481 replies
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				Scripting Discussion (dev branch)
DarkDruid replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Documentation of new scripting commands: - vectorAdd - vectorDiff - vectorCrossProduct - vectorDotProduct - vectorCos - vectorMultiply - vectorMagnitude - vectorMagnitudeSqr - vectorDistance - vectorDistanceSqr- 1481 replies
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	Hi, Arma 3 has sold over 1 million copies: http://twitter.com/maruksp/status/471742764636725248
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	There is no need for two mods, because you can have two versions of Blastcore (=original and lighter version) in one mod and switching between them via particle quality in the video options. That is all what I was trying to say. :)
 
            