Smurf 12 Posted October 16, 2013 So, lifting\towing and all that can be more realistic now? Nice. Share this post Link to post Share on other sites
l etranger 5 Posted October 17, 2013 Would be nice to know if new commands use local / global argument and if the effect is local / global Share this post Link to post Share on other sites
james2464 176 Posted October 17, 2013 I really like Killzone's suggestion here: http://killzonekid.com/arma-scripting-tutorials-syncing-map-clock-with-itemwatch/ Improving the watch item thanks to the Put and Take eventhandler fix by Japapatramtara :icon_twisted: Nice one KK. Share this post Link to post Share on other sites
progamer 14 Posted October 18, 2013 SetObjectTexture still needs a Global equivalent. http://feedback.arma3.com/view.php?id=13032 Share this post Link to post Share on other sites
fabrizio_t 58 Posted October 19, 2013 Tricky bug: whenever you want to pick enemy infantrymen near some unit, you may code: _enemies = _unit nearEntities ["Man", _radius]; Then you may filter enemy units via getFriend ... However, the above code will pick (at least) any snakes around. Yes, snakes are kind of "Man" in Arma3 ... And by the way, they're always enemy too. So using the above piece of code you'll end up processing more units than needed (as well as wrong ones). You may write instead: _enemies = (_unit nearEntities ["Man", _radius]) - (_unit nearEntities ["Animal", _radius]); Cumbersome, but looks like it may overcome the problem. BIS please fix this! Share this post Link to post Share on other sites
.kju 3244 Posted October 19, 2013 just use CAManBase Share this post Link to post Share on other sites
fabrizio_t 58 Posted October 19, 2013 ;2537967']just use CAManBase Yes, easier ;) Share this post Link to post Share on other sites
gossamersolid 155 Posted October 20, 2013 SetObjectTexture still needs a Global equivalent.http://feedback.arma3.com/view.php?id=13032 Agreed and voted up. Share this post Link to post Share on other sites
joschaap 1 Posted October 22, 2013 SetObjectTexture still needs a Global equivalent.http://feedback.arma3.com/view.php?id=13032 indeed, manually syncing this to players and JIP clients using scripts inside the mission is a bit of a drag, and uses unnecessary resources.. Share this post Link to post Share on other sites
mr_centipede 31 Posted October 24, 2013 I think suppressFor is broken... or how do I know it's working as intended? Share this post Link to post Share on other sites
fabrizio_t 58 Posted October 24, 2013 I think suppressFor is broken... or how do I know it's working as intended? Try issuing the order to a machinegunner. I saw close to no effect for riflemen. Share this post Link to post Share on other sites
progamer 14 Posted October 25, 2013 The script which makes the offroad randomized is not synced between players or JIP compatible: http://feedback.arma3.com/view.php?id=15618 This has bugged me since day 1 of the Alpha. Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 25, 2013 whats the script that makes helicopters land very quickly and smoothly? those who played campaign will know what im on about. Share this post Link to post Share on other sites
Deadfast 43 Posted October 25, 2013 whats the script that makes helicopters land very quickly and smoothly?those who played campaign will know what im on about. http://forums.bistudio.com/showthread.php?167405-Campaign-Episode-1-SURVIVE-Feedback-thread-**-SPOILER-WARNING!-**&p=2542427&viewfull=1#post2542427 :) Share this post Link to post Share on other sites
2nd ranger 282 Posted October 25, 2013 (edited) It's not a magic script, it's BIS_fnc_unitCapture/unitPlay. It lets you record a path and then play it back on the unit. Basically, while recording, you pilot the chopper yourself and make it land how you want, then 'play' it on an AI unit. Edited October 25, 2013 by 2nd Ranger Share this post Link to post Share on other sites
progamer 14 Posted October 26, 2013 We could use a Physx based rope object for things like towing, having a vehicle tied down, and lifting: http://feedback.arma3.com/view.php?id=15658 Share this post Link to post Share on other sites
DarkDruid 96 Posted October 30, 2013 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 Share this post Link to post Share on other sites
Deadfast 43 Posted October 30, 2013 ctrlAddEventHandler and displayAddEventHandler now accept game code as well as strings Thanks, much appreciated :) Share this post Link to post Share on other sites
maddogx 13 Posted November 1, 2013 Linking in case anyone misses it: Stacked Event Handlers. Share this post Link to post Share on other sites
HKFlash 9 Posted November 4, 2013 - addItemToBackpack - addItemToVest - addItemToUniform Hello, Any chance for these commands to receive an array version? Like this command. So it can work this way _x addItemToUniform ["Chemlight_red",2]. Share this post Link to post Share on other sites
DarkDruid 96 Posted November 5, 2013 (edited) 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. Edited November 5, 2013 by DarkDruid Wrong event handler mentioned. Share this post Link to post Share on other sites
blackmamb 2 Posted November 5, 2013 Any chance of having the same behaviour for HandleHeal? It's quite complicated to handle healing right now. Share this post Link to post Share on other sites
Varanon 892 Posted November 5, 2013 Any chance of having the same behaviour for HandleHeal? It's quite complicated to handle healing right now. Also, while we're at healing, also make self-healing fire the HandleHeal handler ? Share this post Link to post Share on other sites
james2464 176 Posted November 5, 2013 Thanks BIS :D Share this post Link to post Share on other sites