Strangepete – User talk

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Could you please elaborate about "Lock Control" action you refer to from both [[enableCopilot]] and [[isCopilotEnabled]] pages? Where could this action be found?
Ok thanks, I found it in config and added missing vehicle actions to actions list.


oh good, i was just in the middle of replying. do you think the action display conditions should be explained in the article, or simply left at a quick reference to the Actions list?


Its not clear if the player has access to these actions via scripting (im assuming so, but its not documented). These are the actions shown to a pilot or copilot depending on enableCopilot...if enable the pilot has an action in their menu to Lock or Unlock controls.
== Request for comment ==


there is this:
At [[Village_Pump_(proposals)#Interlinking_via_.22See_Also.22]] &nbsp;--&nbsp;[[User:Fred Gandt|Fred Gandt]]&nbsp;<span style="font-size:80%;vertical-align:3px;line-height:0px;">([[User talk:Fred Gandt|talk]]/[[Special:Contributions/Fred Gandt|contribs]])</span> 15:32, 11 April 2014 (CEST)
https://community.bistudio.com/wiki/Arma_3:_Actions#TakeVehicleControl


not sure if thats what the built-in uses tho.
== Fixed that ==


to point out also, using these built-in pilot actions for locking the co-pilot controls doesn't seem to be able to be checked by any scripting command... disabling copilot controls removes these actions from both pilot and copilot.
Sorry I accidentally overwrote your edit on the config megalist SP. I'll check more carefully next time before doing a mass edit--I still have a large backlog of entries to add to that page (they're coming from spreadsheet of mine, so there's a lot of reformatting for each entry). I restored your work, thanks for the addition.[[User:Olds|Olds]] ([[User talk:Olds|talk]]) 00:00, 26 October 2014 (CEST)
:Regarding timeToLive behavior: Wow, that's interesting - I assumed it was the same for all projectiles b/c bullets just disappear but if you confirm otherwise, let me know and I'll amend the entry![[User:Olds|Olds]] ([[User talk:Olds|talk]]) 18:37, 27 October 2014 (CET)


suggestions?
== My note on cursorTarget ==
--[[User:Strangepete|Strangepete]] ([[User talk:Strangepete|talk]]) 23:14, 17 February 2014 (CET)


Could you please provide a repro to obtain in-built "Lock Controls" action? I do not have this action either with copilot enabled or disabled. Tested with UH-60.
Thanks for your feedback. I made that note with the results from my testing (I was working on a fun 30-minute script when I discovered the behavior). I'm going to stand by it in the meantime, but I will continue testing and edit my note if I have new findings. - [[User_talk:DreadedEntity|DreadedEntity]]
::if you have a specific case in which this happens, you should add that to your note, because otherwise, i've tested multiple objects, vehicles and buildings, and all of them allow cursorTarget to identify the pointed-at-target beyond the bounding of said-object; and only returns the said-object if the result would otherwise be NULL. for a quick test throw this in debug:
::_nil = [] spawn {while{true} do {sleep 0.1; hintsilent str cursorTarget}};


sry, im away from home atm...test with 2 clients in MP...not clear if thats mp only result...
== BIS_fnc_3Dcredits ==


==
Thanks for changing the execution for me, I couldn't find it in the source - [[User:DreadedEntity|DreadedEntity]] ([[User talk:DreadedEntity|talk]]) 21:09, 25 December 2014 (CET)
 
I have tested it and in MP, this is why I asked for repro. To me this sounds like 3rd party addon or scripted solution, but not a default functionality. I'm looking forward to your repro.

Latest revision as of 15:15, 21 February 2023

Ok thanks, I found it in config and added missing vehicle actions to actions list.

oh good, i was just in the middle of replying. do you think the action display conditions should be explained in the article, or simply left at a quick reference to the Actions list?

Request for comment

At Village_Pump_(proposals)#Interlinking_via_.22See_Also.22  -- Fred Gandt (talk/contribs) 15:32, 11 April 2014 (CEST)

Fixed that

Sorry I accidentally overwrote your edit on the config megalist SP. I'll check more carefully next time before doing a mass edit--I still have a large backlog of entries to add to that page (they're coming from spreadsheet of mine, so there's a lot of reformatting for each entry). I restored your work, thanks for the addition.Olds (talk) 00:00, 26 October 2014 (CEST)

Regarding timeToLive behavior: Wow, that's interesting - I assumed it was the same for all projectiles b/c bullets just disappear but if you confirm otherwise, let me know and I'll amend the entry!Olds (talk) 18:37, 27 October 2014 (CET)

My note on cursorTarget

Thanks for your feedback. I made that note with the results from my testing (I was working on a fun 30-minute script when I discovered the behavior). I'm going to stand by it in the meantime, but I will continue testing and edit my note if I have new findings. - DreadedEntity

if you have a specific case in which this happens, you should add that to your note, because otherwise, i've tested multiple objects, vehicles and buildings, and all of them allow cursorTarget to identify the pointed-at-target beyond the bounding of said-object; and only returns the said-object if the result would otherwise be NULL. for a quick test throw this in debug:
_nil = [] spawn {while{true} do {sleep 0.1; hintsilent str cursorTarget}};

BIS_fnc_3Dcredits

Thanks for changing the execution for me, I couldn't find it in the source - DreadedEntity (talk) 21:09, 25 December 2014 (CET)