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DarkDruid

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Everything posted by DarkDruid

  1. DarkDruid

    Scripting Discussion (dev branch)

    Please create a ticket on Feedback Tracker for this feature. As far as I know, you are not able to fix this by script commands. It is case sensitive. Laser designator in that array is "Laserdesignator", but your string in condition is "laserDesignator".
  2. New particle related features added/documented: Now you can use a script command setParticleFire to let particles harm units around by fire. This feature was accessible only in config-defined particle effects so far. There are new parameters available in ParticleArray, which is used by script commands setParticleParams and drop. New parameters are OnSurface, BounceOnSurface, EmissiveColor. OnSurface and BounceOnSurface were documented some time ago, I'm just not sure if it was announced. There is a new parameter emissiveColor in config-defined particle effects. Now you can let particles glow at night even with no light source around. Particle effects in distance are optimized by engine (size and emitter's interval). Now you can change this behaviour directly for every effect. There are new parameters and also an explanation.
  3. DarkDruid

    UAVs: Feedback and wishes

  4. DarkDruid

    UAVs: Feedback and wishes

    No, you can't do it. You are able to use only terminal of your side.
  5. DarkDruid

    UAVs: Feedback and wishes

  6. DarkDruid

    UAVs: Feedback and wishes

    The same here. This should be fixed already.
  7. DarkDruid

    UAVs: Feedback and wishes

    I've just tested it and it seems to be working in current version of the game already.
  8. It is better to use documentation of EH for Arma 3, because there are some changes. If there is no return value, then object is not invulnerable anymore in Arma 3: http://community.bistudio.com/wiki/ArmA_3:_Event_Handlers#HandleDamage
  9. DarkDruid

    Scripting Discussion (dev branch)

    Today's dev branch update contains a fix which can break some scripts! Script command getShadowDistance doesn't require any parameter anymore. Please make sure that your scripts using this command are still working as intended. We are sorry for any inconvenience this may have caused. Link to Feedback Tracker ticket: http://feedback.arma3.com/view.php?id=8373
  10. DarkDruid

    Scripting Discussion (dev branch)

    It needs to wait, an engine programmer who is working on these commands have some other work now. But he should be able to look at it in future, could you please create a ticket on Feedback Tracker? Thanks Could you please create tickets on Feedback Tracker about this issues? Thanks This should be fixed in today's dev branch update: http://feedback.arma3.com/view.php?id=13074 You're welcome, thanks for support and feedback! :) Could you please create a ticket with more details on Feedback Tracker? Thanks
  11. DarkDruid

    Scripting Discussion (dev branch)

    Lead programmer Ondřej Martinák changed behaviour of event handler HandleDamage. This change is a part of today's update of dev branch. Old behaviour: Code provided must return a value what should be the damage of given selection after processing. No return value or return value 0 will make the unit invulnerable if damage is not scripted in other ways. If you want default processing to be done, be sure to return _this select 2. New behaviour: Code provided can return a value what should be the damage of given selection after processing. Return value 0 will make the unit invulnerable if damage is not scripted in other ways. No return value means that event handler won't affect damage given to unit. Motivation: Working with these event handlers should be easier now. If there is more event handlers of same type, then damage from the last one is used. But it is difficult to find out which of them is the last one in many situations. Now you can add event handler with no return value. This event handler won't affect damage modified by event handler. This modification won't be affected even in case it was made before the start of event handler with no return value.
  12. DarkDruid

    Supporter credits list

    Open Debug Console in Editor and insert this code into a watch field: getArray (configFile >> "CfgCredits" >> "CreditsMovie" >> "supporters") select 1 Left click in line right under that watch field where you can see all names, Ctrl+C and you have all names in the clipbord. Just open any text editor, press Ctrl+V and you can look for your name :)
  13. Could you please take screenshots/video and report it via Feedback Tracker? I am not able to reproduce it. Thanks In this effect there should be some dust everytime.
  14. DarkDruid

    Scripting Discussion (dev branch)

    There is a fix of script command removeAllActions in today's dev branch update. This fix is changing syntax of this command. If you are working with this command, you need to fix your scripts. This fix won't be a part of tomorrow's stable branch update! Old syntax: unit removeAllActions index New syntax: removeAllActions unit Ticket on Feedback Tracker: http://feedback.arma3.com/view.php?id=5317
  15. DarkDruid

    Scripting Discussion (dev branch)

    New script commands added into the list. Most of these commands were documented by Killzone Kid and Tom 48 97. Thanks for help! - clearItemPool‎ - addItemPool - setCenterOfMass - setMusicEventHandler‎ - tvCollapse - tvExpand - setMass‎ - backpackContainer - uniformContainer - vestContainer - setDetailMapBlendPars - itemsWithMagazines - removeAllItemsWithMagazines
  16. DarkDruid

    Scripting Discussion (dev branch)

    New script commands added into the list: - magazinesDetailBackpack - magazinesDetailVest - magazinesDetailUniform - isInstructorFigureEnabled - removeItemFromBackpack - removeItemFromVest - removeItemFromUniform - canAddItemToBackpack - canAddItemToVest - canAddItemToUniform - addItemToBackpack - addItemToVest - addItemToUniform - everyBackpack
  17. Don't worry, it won't stay in current state. That new tank's fire effect is WIP. I made some bigger changes and I wanted to get some feedback, not only from devs but even from you, before I completely finish it. And because this is the dev branch, it seemed appropriate to me to send it there in current state. Anyway, thank you for your feedback, it is very helpful. There will be definitely some changes. :)
  18. Wing Vortices added into documentation: http://community.bistudio.com/wiki/Arma_3_Particle_Effects:_Config_Parameters#Parameter:_effectName_.28WingVortices.29
  19. Hi, I just tried this and it worked fine for me. Could you please report it via Feedback Tracker with repro steps. Thank you :)
  20. Rainbow is very rare right now. I have just adjusted parameters. It should be easier to see the rainbow after next update. :)
  21. DarkDruid

    Is the overcast going to get fixed??

    This is caused by technology limitation, we can't let that command change weather immediately. There would be framerate drops in that case. Look at this page - comment from Joris: http://community.bistudio.com/wiki/setOvercast Anyway, I will consult this with a programmer who is working on weather in Arma and try to find out, if we will be able to improve it some way. :)
  22. DarkDruid

    Scripting Discussion (dev branch)

    There is discussion and details about this: http://feedback.arma3.com/view.php?id=7824
  23. DarkDruid

    Delete Fire Effect

    Hi, I have added for better handling new variable into namespace of these objects. You can get an array with all attached emitters (and lights) via this code: object getVariable "effects" So in your case you need to use: _emitterArray = wokka getVariable "effects"; {deleteVehicle _x} forEach _emitterArray; deleteVehicle wokka; It is in dev branch from today's update. If you want to use this in stable branch, then you need to wait for next stable update.
  24. You need to use particle effect which doesn't use any engine-based parameters (list of these parameters). These parameters are not defined in your script. For example try to use "ObjectDestructionFire1Smallx" (there is more about it), it should work fine in your script. Particle emitter object is created globally (if you use createVehicle command), but script commands related to particles (setParticleClass, setParticleParams etc.) work only on local computer. Yes, this is correct. Limits for particles are the same for MP and SP. Issue is in using of setParticleParams command for attaching particles to a meteor object. Particle emitter stays on its original place where it was created, only particles are teleported on position of the meteor object. Particles in your mission are not created because the emitter is too far from player and engine doesn't simulate it. If you move the meteor starting point closer to the player, then the emitter is close enough and it is simulated. It should be working same way in SP and MP. Simple solution is creating of particle emitter on position of player. This should work even if you don't move the meteor starting point close enough to the player: //Smoke _ps1 = "#particlesource" createVehicleLocal getpos player; _ps1 setParticleCircle [0, [0, 0, 0]]; _ps1 setParticleRandom [5, [0.1, 0.1, 0], [0.2, 0.2, 0.5], 0.3, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 8,0], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0.5], 0, 10.1, 7.9, 0.01, [4, 5, 6], [[0,0,0,0.7], [0,0,0,0.4], [0,0,0,0.2],[0,0,0,0.1]], [0.125], 1, 0, "", "", _object]; _ps1 setDropInterval 0.01; Clouds are not particles and fires use bigger particles. Small particles are cut sooner than bigger particles.
  25. DarkDruid

    Scripting Discussion (dev branch)

    New event handlers added into the list of EH: - ControlsShifted - EpeContact - EpeContactEnd - EpeContactStart - Local
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