Details
- Panel Type
- Query Panel
- Editable By
- nycsidewalkrepair (Sidewalk Repair NYC)
- Appears On
- Santamarialanova
In T190364#2788419, @BIS_fnc_KK wrote:Players being locked in lobby
works for me, there is a few seconds delay before you can select role
Debriefing remains on screen after mission restart
works fine as well, no debriefing screen for me
In T123355#2801333, @LSValmont wrote:KK never gave back feedback it seems, only Dedmen.
Will Dedmen claim ownership of this?PS: Are holdactions also compiled before every execution? Because holdaction seem very resource intensive with larger code
This is happening for me on both profiling and standard branch
Tested addAction conditions with this code:
conditionFunc = {call{call{call{ call {captive cursorObject}}}} and call{call{call{call{alive cursorObject}}}} and call{call{call{call{typeOf cursorObject == 'CAManBase'}}}}}; for "_i" from 1 to 1000 do { //player addAction ["Title", {}, nil, 2, true, true, "", "call{call{call{call{captive cursorObject}}}} and call{call{call{call{alive cursorObject}}}} and call{call{call{call{typeOf cursorObject == 'CAManBase'}}}}"]; player addAction ["Title", {}, nil, 2, true, true, "", "call conditionFunc"]; };
Frame rate of 220 without either, 102 with the separate function and 93 with the string. Not sure whether that's compilation overhead or just the code locality costs of running 1000 different functions. The main takeaway would be "don't add 1000 addActions to the player".
KK never gave back feedback it seems, only Dedmen.
Will Dedmen claim ownership of this?
Game loads fine with & without mods, when BattleEye is unchecked/turned off
crazy idea but, could you send me the compiled binary that you would like tested and i can give you a go/no-go whether it worked? this way you can focus on other things and not have to do the hours long wait for it to crash.
19-03-2025 Fixed: Missiles did not consider their fuseDistance setting - T189277
Yes please! Significantly higher number of supported custom channels would allow many cool things to be done, like complex phone systems or organizing comms efficiently in vanilla.
This is a big issue for my spawning system. enableDynamicSimulation does not work for Vehicles. When you enable Dynamicsimulation for vehicles in the editor it works. But using enableDynamicSimulation on spawned vehicles does not work.
Any idea of when is 2.20 going to be released? I heard it was expected for February, and here we are in April...
related T191278
This is still an issue after 9 years..... and it's vanilla. By using only ZEUS EXTENDED mod, jumping in T-100, and having AI as Commander and Gunner. Go manually into commander slot, use almost all ammo, switch back to driver/gunner. Spawn some enemy AI, and after commander uses all of it's ammo, he constantly wants to reload gunner's weapon. I'm very surprised this wasn't reported over those 9 years again. I might go submit new ticket, unless someone from this thread reads this.
related report from 2018 T127513
DOF parameters [scale, focusDIstance, blur coefficient]
Sharpness parameters [scale]
Fisheye parameters [aperture, scale1, scale2] (aperture is between 0-180)
Solved in https://feedback.bistudio.com/T163827
i would like to use playerSide as client side, while in a session and not when a player is connecting.
See video
@Geez not sure if this issue was reported before
Working perfectly in profiling branch, thank you
// Would have to stop pylon commands from working within here to prevent recursion