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DarkDruid

Former Developer
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Everything posted by DarkDruid

  1. DarkDruid

    Scripting Discussion (dev branch)

    Some new commands added into the list: - setSimulWeatherLayers - simulCloudOcclusion - simulCloudDensity - simulInClouds‎ - pitch - speaker - face - nameSound - setPitch - setSpeaker - setNameSound - setName
  2. DarkDruid

    Scripting Discussion (dev branch)

    Some of these commands shouldn't be present in public version of the game, because they are not properly implemented and/or they can cause some troubles in the game. We are sorry for confusion. Programmers are analyzing all these commands now and when they finish it, you will get documentation of all safe and finished SimulWeather commands.
  3. Civilian sites were removed because we didn't have resources to fix them and finish them. Yes, they worked some way, but there was a lot of bugs which need to be solved as well. That is the reason why civilian sites were removed and why there won't be civilian sites in the final game. Of course, we would like to have them back in the game too. We hope we will be able to deliver them later, but I can't promise you anything more specific right now.
  4. DarkDruid

    Scripting Discussion (dev branch)

    http://feedback.arma3.com/view.php?id=13101 There is a check of free space for items added by script commands but no check for items added by config. In this case that unit has more items than the capacity of its inventory is even after deleting of that NVGs. When you try to add anything by script command to its inventory, script command checks available space and because there is none, nothing is added into inventory. It is a bug, we know about it and it should be fixed soon.
  5. DarkDruid

    Scripting Discussion (dev branch)

    Yes, that mission described in your previous post is working for me (and I guess not just for me, because there is no similar bug reported on FT as far as I know). Try to use "Verify integrity of game cache" steam function (Right click on Arma3 in steam library > Properties > Tab Local files > Verify integrity of game cache). If this doesn't help, try to reinstall the game. If this doesn't help, then please use our Feedback Tracker and report this bug. Feedback Tracker is tool prepared directly for bugs. It is better to use it than talk about it here and create chaos by a lot of posts which should be on FT. Thank you
  6. DarkDruid

    Scripting Discussion (dev branch)

    I just tried this version via console in current dev build and it works for me. Could you please report a bug via Feedback Tracker (http://feedback.arma3.com/) and add there exact repro steps or repro mission? Thanks When you asked here for the first time, in our country was 1:28 AM. Your last post is from 5:31 AM. I'm sorry, I was sleeping. :o
  7. Every effect is created for high quality settings at first and then there are created simplier versions based on that original effect. Simplier version of effect has decreased particle count and some parts of effect could be missing entirely. For example explosion of tank has around 1700 particles (around 28 emitters) on high settings, around 1200 particles (around 23 emitters) on medium settings and around 900 particles (around 19 emitters) on low settings. There are some other changes as well. Distant particles are simplified by engine and parameters for this are changed. Max. particle count for scene is changed too. Some effects have only one version for all settings, because its particle count is already low enough or because they are WIP.
  8. Editor > Modules (F7) > Sites > Animals > Type - Goats ;)
  9. DarkDruid

    UAV Terminal Classname?

    It is better to report bugs via Feedback Tracker (http://feedback.arma3.com), but I will look at it. Thanks :)
  10. DarkDruid

    UAV Terminal Classname?

    B_UavTerminal O_UavTerminal I_UavTerminal
  11. Maybe you are trying to use UAVs from category Empty? You need to insert UAV from category BLUFOR > Autonomous if you are BLUFOR unit.
  12. That is intended behaviour. You are able to connect terminal to the UAV of the same side. Empty UAV doesn't have any side (it has only camo of some side). That is the way how UAVs working right now and you can easily insert non-empty UAV, if you want to control it. Empty UAVs can be used as non-accesible vehicles in the mission or there can be inserted AI of desired side by script. If you think this is too confusing, you can create ticket in FT and we will reconsider that. Thanks for feedback :)
  13. DarkDruid

    Scripting Discussion (dev branch)

    New script commands :icon_twisted: allUnitsUav isUavConnected connectTerminalToUav getConnectedUav uavControl
  14. I will do, but I'm afraid this bug won't be so easy to fix and it will need one of the engine programmers. That's right. They have their own AI, but that AI is very simple in comparison with human unit.
  15. You are right, I fixed my previous post. Something is broken. :confused:
  16. They are in the game already for a while. Editor > Modules > Sites > Animals. Class Goat_random_F. Yay, I will look at it.
  17. DarkDruid

    Arma 3 - Sneak Preview Livestream

    I'm working on UAVs so maybe I'm too optimistic, but I really belive that new UAV system and UAVs will be very useful and open to you new possibilities and strategies in the game. There are some new features which wasn't a part of the stream presentation. It was mentioned yesterday that UAVs still have some issues which must be solved, but they are currently planned for the dev branch next week. It is very close, please wait for it with judgements. :) Lucasmnunesk is right. You can control them similar to classic airplane. Second option is using of autonomous mode and UAV terminal.
  18. I can't mention the exact features, but I'm pretty sure there is still some probability. As Joris mentioned in the stream yesterday (or it was in the chat? I'm not sure now), almost everyone in the team are going to work on Arma 3 for long time after the release. Of course, campaign will be our highest priority after the release of the game. But we don't plan to end our support even after the campaign release.
  19. There is a new parameter in config defined particle effects: blockAIVisibility For more info see: http://community.bistudio.com/wiki/Arma_3_Particle_Effects#Definition_of_part-effect
  20. DarkDruid

    Development Blog & Reveals

    language_f.pbo
  21. _sameIndex is undefined because there are used undefined (=nonexisting) variables to define it. There is no value for _allActions and there is no value for _index. This code isn't able to create anything (except error message) when you give that script command select two nonexisting (=undefined) variables.
  22. Condition vehicle player != player works for me in current dev build.
  23. DarkDruid

    Particle Editor

    No, you need a mod for this.
  24. There are going to be new parameters in scripted particle effects. It's just support of parameters which are a part of config defined particle effects for some time. You should be able to use them from next (it doesn't work right now!) dev update (probably monday). New parameters for command setParticleParams documented on ParticleArray page: - angle (it's in the game for a long time, but it wasn't documented before) - onSurface - bounceOnSurface New parameter for command setParticleRandom: - bounceOnSurface
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