R3vo

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About R3vo

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    First Sergeant

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    Male
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    hint str locationNull;

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    76561198015178319

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  1. I have looked into it and tried few things but it seem I am too stupid to overwrite the default init control. I'll perhaps give it another go when I find the time.
  2. Please do not confuse the general flickering of clutter when playing with the issue I reported. My issue is Eden related.
  3. Any update on the following issue? If I remember correctly you wanted to look into it, but I haven't heard about it since. It's really atrocious, to a point where I usually disable clutter completely when editing. As the video shows, paning or rotating the camera does not cause the clutter to flicker, only moving via WASD and mouse wheel does.
  4. I'll check it again when I'm back home.
  5. Happens to me too, here's a repro mission and the related log/dump files. https://www.dropbox.com/s/ctpgs4vp1nidqua/x64_dynSimu_crash.zip?dl=0
  6. So far I know, the attribute stays inside the mission.sqm, however, if the set value is equal to the default value defined in the configs, it should not be executed. I hope that answers your question. If you have a particular issue with my mod, please make a post here.
  7. Not really a ruler, just a tool to measure the distance between two points to get a feeling for the distance. It should be available in the right-click context menu.
  8. Thanks for the info. Would you mind adding some info about headerType to the wiki page? https://community.bistudio.com/wiki/Functions_Library_(Arma_3)#Attributes
  9. Sorry for hijacking this thread. What do the config entries headerType = -1; //Set function header type: -1 - no header; 0 - default header; 1 - system header. and description = ; do? Are they related to the function viewer? description = ; is for example not listed on the wiki page, but BIS is using it for their official functions.
  10. They are taller on dev branch already.
  11. The FSM file looks sexy, a very clean way to write things like that. Good job!
  12. Sorry for the confusion, I messed up. I had a respawn module synced to the vehicle which was set to "Delete with explosion" The command works as one would expect.
  13. Will do and if necessary make a short demo video.
  14. Yes, the hull needs more details and also some animated parts like the Merkava has.
  15. The scripting help for setDamage is missing the alternative syntax ingame. Moreover, object setDamage [1,false]; does still create an explosion which can kill nearby units. Is that intended?