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So, lifting\towing and all that can be more realistic now? Nice.

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Would be nice to know if new commands use local / global argument and if the effect is local / global

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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!

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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.

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whats the script that makes helicopters land very quickly and smoothly?

those who played campaign will know what im on about.

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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 by 2nd Ranger

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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

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  • ctrlAddEventHandler and displayAddEventHandler now accept game code as well as strings

Thanks, much appreciated :)

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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 by DarkDruid
Wrong event handler mentioned.

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Any chance of having the same behaviour for HandleHeal? It's quite complicated to handle healing right now.

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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 ?

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