It does, but you need to have the mod.cpp separated from config.cpp, which makes it annoying to pack. I'll see what's up
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Apr 23 2019
Sadly extremely unlikely to be fixed for DayZ as its relatively small thing requiring considerable changes. Forwarded to the Enfusion guys though.
We definitely don't want this in the form of a parameter as that creates barriers for clients downloading the mod, we are currently looking at options of extending the limit or improving the functionality in a way that would allow us to remove it
We haven't encountered this here, do you have some kind of reproduction/rate of how often this happens?
This isn't working in a way that you would expect it to currently, but we are testing solution for this, a little how to guide should be included when its done
Thanks, updated for 1.03
Not really a modding issue, probably something on the side of your configuration - discord and forums are good place to get help with these issues.
Apr 10 2019
That is appended internally to distinguish code/script messages during live debug, is it an issue in some way?
Repacking core game files is not a supported way of modding
Apr 9 2019
Apr 8 2019
Fixed in 1.03
Object:GetHealthLevel should achieve what you need, with a bit less precision
Apr 5 2019
CGame::UpdateSpectatorPosition exists for this very reason, loop it when spectating
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
Indeed, that's what it does. It's basically FindFreeLocationFor ran on individual cargos - It informs you which cargo's got free space.
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
Multiple mods of the same class work similar to inheritance, it would be kinda like this:
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.
Hi, I asked our action scripter about this
Apr 1 2019
Very well. For precise information, wait for official documentation.
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
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)
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.
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 29 2019
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.
Fixed in the next experimental update
This looks to be working now without errors
Mar 28 2019
Good ;)
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.
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
Feb 18 2019
This works as expected - original events haven't changed and their source is in the comment next to the function declaration, in this case
Feb 6 2019
You definitely should be able to do so since 0.1 meters of movement should roughly translate to one small step of the player
Code works as intended, the decimal point is also a char which is why you need to substring two chars from the number instead of one to get one decimal place precision
Sep 19 2018
It's difficult to tell from this post if this might be a bug or some kind of cheating. Either way, there is no information present in the post which we could use to investigate, such as game version, server ip or time this has occurred.