Looks like it should work. I found that node type in infected animgraph. It looks like problem is I am trying use IK anim as additive (want have modified fingers). I apologize, ticket can be closed.
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Another thing that might help is adjusting spawning to not use your Rambo (saved) kit. It's kinda ridiculous that you can just keep sending in wave after wave of geared guys (with tons of rifle grenades and RPG's), while if the defenders are being smart they will save supply by using default kits and recovering gear from the battle.
I am also uploading a pic of a "radio group" somebody made to increase their spawns. While the positioning is terrible if I'm honest, the idea is solid.
Yesterday
If you by any chance get a Steam ID of a hacker that is not being banned, please contact BattlEye directly at https://www.battleye.com/contact/ and they will check the suspicious player for any malicious software use.
Next profiling and dev branch
This bug happened because the unit needs to be notified that their inventory contents have changed.
With the commands that get the unit as argument its easy, the unit is right there.
But the commands that get a container, first need to find which unit it belongs to, and there might not be any unit at all.
@dedmen thanks a lot for looking into it and sorry for the belated response!
Hello blackburn.
This is intended.
"Main reason why location hint was added back then was that players were lost in conflict. Since combat ops has different "rules" and player knows where they will spawn (in deploy menu - also in map) we don't need this location hint also because navigation and exploration should be part of the immersion of the whole combat ops experience"
The method worked, thanks.
Hello patriaminas.
Can you please provide us with coordinates of where this occurs?
Regards,
Geez
Hello blackburn.
This is intended, they never were interactive for the mouse which confused players before, there are buttons on the line of the controls that replace the keyboard controls.
Regards,
Geez
Huh. Weird that we didn't find that before.
Thank you, the crashdump was enough to see what was going on. Fixed next profiling/dev branch.
next prof
I hope it will be fixed with next profiling branch update, v5.
difficulty setting seems very unlikely to happen. a scripting command may be more possible
Also, I know about the cases when a model has been attached to the DayZ native zombie skeleton with the same broken behavior. Unfortunately, I can't provide the p3d because I don't have it. The screenshot is all I have
@Geez Yeah, we use different skeleton with its own bones, animations, nodes and etc. I can share the full pack with you if it would help. But the problem still exists only with p3d and model
In addition, I want to say that I am sure that the amount of attached weights is not higher than 4 different bones/vertex groups on every single vertex. Every single vertex is also attached and normalized. We've made some investigation in this direction and tried to limit the number of simultaneous weights per vertex. It didn't really help until we reached 1 weight per vertex group
Thank you, we will investigate with BattlEye.
Regards,
Geez
Hello Damca.
Unfortunately there is nothing we can do in this case we have no way of knowing what happened there.
Regards,
Geez
Thank you.
According to the devs there are some bones our AI does not have, therefore it will not work with our animations.
Hello Lotusopel.
Currently we are not aware of any issues of the stashes un-burying. The information you have provided is not enough for us to go on at the moment - it could be possible someone did find the stashes somehow. We will keep an eye in case further reports appear.
Hello Lars2705.
Is this still an issue?
Regards,
Geez
Hello Dani4x.
Currently there is no information on the topic I could provide.
@slope game: Double-check your username and password to ensure they are entered correctly. If you've forgotten your login details, use the "Forgot Password" or "Forgot Username" options to reset them. If the issue persists, contact the service provider's customer support for further assistance.
Check the service's documentation or settings to see if there's an option to control the login location. If it's a consistent problem, report it to the service provider as a potential bug or feature request.
Hi @Geez Thanks for your reply. I attach the model along with the .xob and model.cfg, but p3d with model.cfg is still enough to reproduce the issue.
This model has been exported from S.T.A.L.K.E.R Call of Pripyat "as it is" without any additional changes. We've tried to export it several different ways regarding your documentation Blender -> export FBX, Object Builder -> import FBX, and using community-made tools such as Arma 3 P3D export/import plugin for Blender but the final result is the same. I've removed all the lods to simplify the investigation, the model doesn't act normally with or without them, seems like it doesn't matter at all.
The steps to reproduce are pretty simple:
- Open the model in Object Builder
- Run Buldozer
Hello, any indication if this is something you will implement?
Thanks
Hello choiwonyeong.
Please contact https://www.battleye.com/contact/ directly as BattlEye is responsible for hack detection and ban distribution.
Regards,
Geez
Thank you, we will investigate with BattlEye.
Hello Kolchak_64.
Please try the following:
Thank you for the report grindestfool87.
We will investigate with BattlEye.
Regards,
Geez
Hello everyone.
While we do understand your frustrations in regards to the players using malicious software in order to gain unfair advantage, the BattlEye is doing their best to stay on top of the hackers and detect as many as possible and subsequently ban them. There are hundreds of hackers being banned every month thanks to the BattlEye system. If you by any chance get a Steam ID of a hacker that is not being banned, please contact BattlEye directly at https://www.battleye.com/contact/ and they will check the suspicious player for any malicious software use.
Hello vadybambii.
Unfortunately the information you have provided is not enough for us to understand what goes wrong. What would help is to upload the files with the modded content.
Regards,
Geez
Thank you fylhttxrf.
We are aware of this issue.
Regards,
Geez
This is essentially the bug we had before.
Where textures referenced in the display, would not be loaded at first, so you need to keep re-rendering the display.
I have the same. Its inposibble to play ! Xbox series X . HELP
I think that the current radio operating system is ok and should not be changed. The only issue is the numbers of radios you can load into vehicles. I've made a separate ticket for that.
Thu, May 2
Tried again tonight, with a normal torch this time - same behaviour, on a different (non-modded) server, so it is a consistent bug. Changing severity to major because it nearly got me killed when I ended up in pitch black darkness among zombies, and had to make a new hand drill in pitch darkness before I could light a new torch after it burned out...
Thanks, we'll fix it.
Maybe technically so but practically its collision too