Using getArtilleryComputerSettings makes sense for players, but I'm not sure how it'd work for AI artillery since they don't use the UI (and there can be more than one of them on a machine). I'd prefer to have a solution that can also work for AI.
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Now it worst than ever...
I think they want the ability to use the child object's selections as the reference point. The existing selection stuff is only for the parent.
Fixed in Dev build 151757.
Fixed in Dev build 151757.
Nope, it sometimes works then the red server icon appears and again bad.
I play on tuesday night and the server is terrible. Now it works, but sometimes has some delay, but i try a little bit later.
I have no idea why this worked because I have done it 2 times already but i was able to load into a official server with no problems.
@dedmen either Spearhead 1944 or RHS AFRF (Grad rocket artillery have it if that's easier as smaller) fine?
Can you try to copy the contents of your DayZ Exp documents folder into your DayZ folder and let us know what does that do for the issue?
Experimental does work. And about the freezing if i dont close the game when windows tells me the program isnt responding my pc bule screens after 30 seconds.
Should be fixed in Dev build 151757.
Very likely that its the same reason yeah. I didn't check the code
We updated the Mac version a few days ago, does it work now?
You mean storing the video in a mod, that every player has?
Won't do. Feel free to write your own, or look at what the firing drill code does.
i found a way to reproduce it{F3972050}
its when you get out of the car mostly
Very unlikely. The inventory system is not maintainable and this would probably be very complex.
???
attachTo can already attach to selection. And you can rotate it after attaching. Wiki even has example of that https://community.bistudio.com/wiki/attachTo
I don't get this? what is missing? As far as I can see its already all there
Air effects are included by class Air so base class for air vehicles.
"but when flying over that material"
Dust effects are for wheels, not flying. Rolling wheels only. Only when the vehicle has https://community.bistudio.com/wiki/isTouchingGround and moves, then dust is spawned at the wheels.
+1
MissionEventhandlers make sense.
You can already see in your chat display bottom left, who is transmitting right?
The access code is no longer needed, as the update was officially released.
The MacUpdate216RC is not working nno longer. Is there any new solutions?
Unlikely
looks like a random one-time crash. Nothing actionable.
createSoundSource already takes array.
Can we just add a "localOnly" parameter to it? should be fine right?
Since source for roadkill damage changed from being a driver to an actual vehicle, damage from physx objects is still unit itself.
v = createVehicle ["Land_ToiletBox_F", player modelToWorld [0,10,0]]; pos = getPos v; onEachFrame {v setPos pos; v setVelocity [0,100,0]}; u = group player createUnit [typeOf player, v, [], 0, "CAN_COLLIDE"];
Here is a repro script to kill a unit with PhysX object.
__FILE_NAME__ __FILE_SHORT__
getArtilleryComputerSettings sounds good place to put this.
The position is stored in global UI, "GetAtilleryTarget"
the settings command could also return a reference to the UI display? Like shownArtilleryComputer checks.
Its actually a dialog, the dialog that https://community.bistudio.com/wiki/dialog checks. That could've also just returned the dialog display (which can then be checked for null), but alas we have 20 years of tech debt.
This seems to have been done on purpose, back in 2018.
Any update from the support team?
I completely agree with this. This is a military sniper and should have a dedicated long range scope for it. Reimplementing "Long range scope" sounds like a proper solution imo. Especially if ONLY sv98 can take it. It can be a military T3 ~ T4 spawn. I mean 4x Acogs are already spawning everywhere. It would be an upgrade from Mosin, and bolt action doesn't make it OP as SVD which is semi auto + takes suppressor. Sounds like a reasonable trade of benefits and drawbacks if you ask me. And a great reason not to get rid of 7.62 rounds once you find .308 sniper usually ... It's not like it's going to make players use Savnnah less often. Might as well be a good chance to test a huge magnification (8-12x) scope with "picture in picture" rendering method..
They aren't visible in Eden, but these wrong icons are explicitly defined in the config. Maybe just remove these definitions so there are no pictures for them at all.
Those are not visible in game and that's why they are not defined. I guess I could try hiding those magazines better in Eden box editor if they are visible over there
There is a CommandChanged group EH, but that only works for commands. See below.
Pack Project == "Publish to Workshop" in Resource Manager
Hello Tim879.
This error means that the BattlEye master server cannot communicate with the client. It may be that the client side is not properly running or there is an issue with your network / firewall setup.
Regards,
Geez
The only crashes in your report are from december, where the game crashed when you were shutting it down.
There are no logs newer than december in there.
next prof/dev
@diruder
@In-Whisky @Permyack
Have you noticed any performance improvements over the last day or two?
there were some further improvements recently. Can you tell if there was a difference?
You can do via:
connectToServer [_ip,_port - 1,_password];
Hello again.
We have checked walpurgis mission as well as normal offline mission on both maps. Both SVD/Aug are spawning only in contaminated area as they are supposed to. VSS/ASVAL are spawning in military areas. Therefore we cannot reproduce this problem.
Hello Traqu.
Currently there are no plans to address this
Regards,
Geez
Thank you dopemike.
We are aware of this problem and fix will be deployed as soon as possible.
Regards,
Geez
Thank you for the report lava76.
We are aware of this problem and we are working on a fix.
Regards,
Geez
Hello blef124.
Please use english language to describe the problem. What kind of error are you experiencing?
Unfortunately still the same dumps as before. Is it possible that the game is not crashing after turning off the bulldozer parameter, but just freezes? As that will not create proper report log.
Also does experimental work for you?
I wonder if we can just get general engine-driven calculation for predicted projectile hit position? This way you could run it in Fired to find out where AI was firing. This will differ a bit from where AI *wanted* to fire though.
Thank you for your feedback. We are aware of this, however I cannot currently promise anything nor I have any information I could share publicly.
Regards,
Geez
I've tried to bring up this clear issue that the new sniper does not have an adequate optic, my previous threads were marked as resolved and then duplicate. The devs don't seem to want to hear this type of feedback.
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