That is appended internally to distinguish code/script messages during live debug, is it an issue in some way?
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Apr 10 2019
Repacking core game files is not a supported way of modding
Apr 9 2019
Apr 8 2019
Works like a charm. Thank's a lot.
Fixed in 1.03
Object:GetHealthLevel should achieve what you need, with a bit less precision
Apr 7 2019
It is not working when it returns false.
vector position = player.GetPosition();
GetGame().UpdateSpectatorPosition(position);
Apr 5 2019
Normal log without any modded classes loaded: https://media.discordapp.net/attachments/492295576470290433/563786820773740565/unknown.png?width=1403&height=550
How to setting up Camera object on server for camera control from client as freecamera?
CGame::UpdateSpectatorPosition exists for this very reason, loop it when spectating
Ok
camera is created, but how to contol it, move up, down, forward, backward etc ?
Old freedebugcam could be controlled by player (client)
Hi,
The video doesn't work anymore and the code around jumping may have changed a little bit but currently this should work when returning true, and shouldn't work when it returns false ( so opposite of your issue? ), because GetHealth() can't be called on the client so it will go something like this:
Hi,
this is known inconvenience and will likely stay in dayz's script due to some limitations. Should be solved in future projects which decide to use enfusion though ;)
In the above example you use
PlayerBase pBody = Player;
and then get identity and other things with Player instead of pBody, but I will assume that is a copy mistake
I not use any mods for server and client
Only server functions on server side
Indeed, that's what it does. It's basically FindFreeLocationFor ran on individual cargos - It informs you which cargo's got free space.
Function is now there but, function returns only first match for inventory not all of them.
Apr 4 2019
Unfortunately PlayerIdentity is part of networking so this won't be possible in SP environment. Some of the things have to be tested directly on the server.
Hi, please add reproduction steps or code sample.
Looks like this works for me now, can you retest?
Is this still a problem?
I'm going to resolve this as Geez's answer to the original question is correct.
As for animation modding in general - we are quite aware that it is far from optimal at the moment, but all I can say now is that we are looking into what we can do about it.
Apr 3 2019
"Is localizing mods commonly requested/desired thing?" Yes. I would love to have my mods localized, and have received quite a few requests for it to be done.
Multiple mods of the same class work similar to inheritance, it would be kinda like this:
I consider it unpleasant because I am not sure how the modded player instance is handled when multiple mods want to override the same function. If two mods, want to override GetSingleUseActions() - from my current experience - the modded versions will most likely fight each other over which instance will be used.
This can be avoided if the interactions are defined in the config or object class directly, where is less likely two mods are in conflict, then the PlayerBase. I think nearly every mod on the workshop right now has a different PlayerBase implementation, and many of which will advance at one point to use interactions in mods ...
I support what Jacob said. It's very very likely that smaller mods want to localize their item descriptions etc. And it should be possible to just read a stringtable.csv from each loaded mod + the game global one and just add them together.
Is localizing mods commonly requested/desired thing?
Looks like the current form of stringtable wasn't really made with modding in mind. Not quite sure about priorities for this one.
Doing this by modding PlayerBase is the intended way to go about this and yes, it might seem cleaner to look at if they operated the same way but they are two distinct systems.
Hi,
This should work, it would help if you provided reproduction steps of the issue or explained exactly what you are trying to achieve/sent us a sample.
This is what I need to do at the moment in order to add my single use interaction from a world object to the list of actions the user can choose from:
The active interactions checks rely on the the action id. The pool of id's that will be iterated in a particular case depends on the actions available on the player, the actions from the item in hand, as well as the world objects that the player is in proximity / looking at.
Hi, I asked our action scripter about this
Apr 1 2019
Very well. For precise information, wait for official documentation.
I'm sorry but "Probably not used" from someone within the Dev team is a pretty scary answer. you should know, or be able to find out if and when this is used before answering :)
Count_In_Cargo - items in every cargo count towards nominal value
Count_In_Hoarder - Probably not used currently - meant as a subset of cargos to differentiate them - so if tent has a hoarder tag, item with this parameter stashed in the tent will count towards nominal but f.e. items in backpacks won't be counted
yeah ok we knew those points. We just can't find the balance we need.
Can you fully explain Count_In_Hoarder and Count_In_Cargo - a lot of the community has been guessing so far :)
Cost prioritizes items in a respawn queue ( in the past, economy wouldn't be able to spawn stuff fast enough and would create queues ) - this parameter prioritizes what gets to spawn sooner but is not used currently because it is not needed in vanilla (might be used for something else in the future)
The fps difference changed with the performance update, in all reality. I will submit some more data over the next few days.
Can't reproduce this.
Not aware of anything that should suppress these warnings either, they are a debugging tool - although in this case it seems to be throwing warnings where it should not ("this" pointers in PlayerBase).
They are also compilation warnings and shouldn't affect server fps at all.
Really I think a good option would be max spawn values and another max value for "total in world" - so we could set 5 of an item to spawn at once, but limit the server to 25 of the item max for example
Can you expand on the use Cost? Currently every items has a Cost of 100 - why? This parameter exist but seemingly is not used by the Dev team
Hi,
Minimal value cannot be 0 because of how the system works, it shouldn't be hard to configure a rare item though - I'll try to explain in a simple way.
Mar 31 2019
Mar 29 2019
This is quite old, but still applies. Just the specifics of lines and such mentioned are outdated now.
I retract that. Passing true in the 3rd parameter for CreateObject results in an invisible object if that object isn't an AI Entity. That was my error.
I'm still getting the invisible objects on the current experimental.
Ah, you are right, FreeDebugCamera is indeed part of the internal debug functions, so I'm surprised it worked for you before in some capacity.
Unfortunately those aren't planned to be enabled in the release version - but as you mentioned, camera classes should still allow for this functionality.
What about SelectSpectator ?
Fixed in the next experimental update
This looks to be working now without errors
I have conducted a little more research and I think the FreeDebugCamra simply is not meant to be used by anyone without the internal build *maybe* because the "PluginDeveloper" is not included with the release build. The instance to it from the plugin manager is NULL. Calling the freecam gives a nullptr error to this, that's why it might be linked.
It previously worked because I could spawn a camera object and have a separate instance, but this does not seem to be possible anymore. And the singleton instance of FreeDebugCamera.GetInstance() does not comply with what you want it to do on the public build. I can not use it on stable atm either, so it must have been like that all the time.
Mar 28 2019
Good ;)
This has been confirmed not working from me and mov3ax independently. But sure I can try the next exp update and see if it works there.
Seems to be working for me internally, so please try it in the next experimental version.
I'll need some additional details if it still doesn't work.
Confirmed it has been added between stable and experimental, you can put this bug as resolved. @rVn
In 1.01, the current stable version, we don't have any IsInventoryVisible() function that exist, maybe something that has been implemented in the last experimental ?
Fixed internally, should be in the next exp update
If I understand you correctly, you are trying to have an item which does not show in a vicinity tab?
Mar 27 2019
In T136977#1838610, @NiiRoZz wrote:Never had this issue, even after 1.1, with DayZ Expansion Team, we were being able to create MapWidget without map in hands, the only issue we encounter, it was, you were not being able to put widget on top of map widget.
Also Garden plots are invisible when they have been dug up.