The server they are crashing is ny 2245 on ps4 all they do is bully people and talk crap while false reporting people for cheating when they have over 30 of every gun I’ve been inside the base before and it’s 30 crates stashed full plus 4 military tents full
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Sep 4 2019
Sep 3 2019
Sep 2 2019
Dear Geez.
Anything known to solve this problem?
Aug 31 2019
After some testing I get the following results...
Aug 27 2019
Aug 26 2019
Part of the underlying issue here is that the JSON-Serializer treats booleans as ints. If you write something using JSON a bool value will be 0/1 instead of false/true.
AttachTo function already exist with AddAsChild for objects or LinkToLocalSpaceOf for players.
Thank you for the report borizz.k.
We are going to look at what can be done.
Regards,
Geez
Aug 25 2019
Aug 24 2019
Aug 23 2019
Aug 22 2019
Any update on this?
Aug 19 2019
Aug 18 2019
👍🏻
Thank you Cleetus, yes the only issue seems to be the json file limit when saving.
Aug 17 2019
Aug 16 2019
You can assign a single vertex a selection name and animate it for all axis. Instead of setting the position via script, you would translate the target position to a local animation value for the axis. You would need to name all the vertices you want to move anyway in order to know which is which in script. So the step from doing that to just giving it animations is quite small.
I don't think, because you're talking about the fact that we can do an animation with this ticket? If that's the case, we always stay limited, some vertices need to be in specific places calculated on the moment T, and the fact of creating animations prevents you from having precise things because it's pre-defined. (Correct me if I'm wrong, and you weren't thinking about that)
Can't you just use model.cfg animations for this?
Fixed in an offline environment in 1.05 Experimental.
Aug 15 2019
Sorry to come back here again, but in 1.05 this actually hide correctly fire geometry component, but not hiding geometry component correctly.
Aug 14 2019
Aug 13 2019
yeah after testing a bunch, it's only an issue when writing to a file beyond 64kb in length. Following the code, it seems that the limit may actually be in the way that it takes the data into a single string.
I also noticed that the ItemPreviewWidget behaves the same, you can see in the above screenshot
Aug 11 2019
Aug 10 2019
A multimap is not a solution to this issue, @Jacob_Mango. I don't need an array of values to one key, and the way the multimap serializes is absolute cancer without making them into a template class. Also, there is still a 64kb limit on JsonSerializer stuff, so yeah....
Aug 9 2019
Aug 7 2019
Try multiMap 3_Game\DayZ\tools\tools.c
Aug 6 2019
Having the exact same issue in 1.04 stable
Aug 5 2019
@Geez Any chance for this, or can it be closed? Thank you for taking a look.
Aug 4 2019
Fixed in 1.04.(something)
Aug 3 2019
Aug 1 2019
Jul 30 2019
Jul 28 2019
That's actually should be done, if I want to add a new option into the game, I need to mod the EDayZProfilesOptions enum, instead, overwriting where it's used.
Jul 27 2019
Jul 26 2019
Jul 24 2019
Hello NiiRoZz.
We currently do not plan to add such feature, however, there are plans to add something similar in the future. ( GetGame().GetWorld().IsNight(); )
Regards,
Geez
+1 ^^ We want to administer the server live whilst players do not need the admin tool set.. this needs to be made available.
+1 ^^ We want to administer the server live whilst players do not need the admin tool set.. this needs to be made available.
Jul 23 2019
Can't you program something like equalmodsrequired? So we want to run administrative mods on our servers, (because not evenyou programed the server with a useful administrative tool where we can teleport, delete items and spawn item, since we administrators are always working out this kind of BUG on dayz) and not we can run administrative tools on our server because the client also has to need the administrative mod installed. This is ridiculous, where's your logic?
rVn........ Can't you program something like equalmodsrequired? So we want to run administrative mods on our servers, (because not evenyou programed the server with a useful administrative tool where we can teleport, delete items and spawn item, since we administrators are always working out this kind of BUG on dayz) and not we can run administrative tools on our server because the client also has to need the administrative mod installed. This is ridiculous, where's your logic?