I've also received a bunch of bug reports for this, as well as the following:
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Sep 6 2019
@AntonivkA What you are describing is the new enlarged zone of classified loot spawning in nearby buildings of intended main buildings. I for one find this very stupid and it makes no sense to me, BUT it's intended. I had reported this issue in this ticket T143841 and gotten the following response
Actual in this currect 1.5 version stable! Any info? No?
Actual in this currect 1.5 version stable! Any info? No?
this is a new script that is out and I edited the post i meant Gun not can and it does not matter what server it was on im letting them know that this looks like a private hack.
This loot mechanic is very stupid. Who invented this?
There was loot mechanics, not perfect, but you could work with it. Now, all that you have done can be thrown away, because someone very “smart” came up with such a system.
Suppose, for what reason, the loot that should be in the police station is scattered in neighboring buildings? Teleported? Or is there a dwarf who carried it all there?
Why on earth is the loot that should be in the hospital scattered in neighboring buildings? Poltergeist again?
There probably is some kind of female logic, otherwise misunderstand.
@Geez Putting items inside of clothing or putting clothing/equipment on (easiest to test with a plate carrier). The stamina bar will not properly update on occasion so you will have less stamina than you should or more depending if you put the item on or took it off
fix is relogging and you will have another item in your hand,, its a handstate desync often.
i gor it on 1.05 exp but saddly wasnt recording
"lets the hacker take your can" what do you mean?
Was this on an official or community server?
Has it happened more than once except this time?
AddChild == attachTo
In T144316#1948865, @freerider3434 wrote:@Geez I have tested this, here's a clip. It appears as though the zombies run to where the bullets land. You can see that the zombie that can be heard on the left side, does react to the initial noise of the shot but doesn't come for me. However some zeds are walking to and around the spot the bullet landed.
@gzhegow From what I've seen in the video, I believe it to be highly unlikely that someone is going to be able to shoot from up there, not to mention accurately. The person in the clip could hardly get up there in the first place and not stay very long.
Hello freerider3434.
There indeed has been a fix for this deployed. Please let us know in case you run across the issue.
Regards,
Geez
I'm part of the BaseBuildingPlus team and I have experienced what appears to be a limit on actions. It could be a deeper issue causing the limitation?
Ask me when you get bullet from there :)
Yes it happens on official servers, I will try delete the files as requested.
So it's been awhile and my character died from before I now no longer have the issue but my friend has it now after his character died
Just now encountered it again same issue as stated before I live in america and I believe it is an australian server if that helps my friend has had the same problem where he or myself just can't log on to the server because of "Connecting Failed"
@Geez Potentially RESOLVED as of 1.05.152380 [https://forums.dayz.com/topic/246107-stable-update-105/]
Just saw another post about closing the door too fast, gets you stuck in the wall. So I thought I should add that I closed the front door just after shooting the player, to keep the Z's out..
@Geez RESOLVED as of Stable Update 1.03.151658 [https://forums.dayz.com/topic/244651-stable-update-103151658/]
@Geez RESOLVED as of Stable Update 1.03.151658 [https://forums.dayz.com/topic/244651-stable-update-103151658/]
@Geez RESOLVED as of Stable Update 1.03.151658 [https://forums.dayz.com/topic/244651-stable-update-103151658/]
Yo mate, I get it, it's a bug, but it certainly ain't "major" :D
@Jammet How can you be so sure?
@Geez I have tested this, here's a clip. It appears as though the zombies run to where the bullets land. You can see that the zombie that can be heard on the left side, does react to the initial noise of the shot but doesn't come for me. However some zeds are walking to and around the spot the bullet landed.
Sep 5 2019
@freerider3434 Yes. Suppose the server will keep a nominal amount of 4 of one type of rifle spawned for pickup at all times, each time it is collected and stashed, that's one less the server will keep circulating. Once all are found, the server will spawn none.
oh ok thanks for the fast Reply ^^
It is the fences that are despawning, I have no way of changing anything with spawning since it is a crafted item. Other poeple have told me I have to put nails and planks on the fence even after it is fully built and move them around after a bit of time so that do not despawn. We have had this issue since the beginning and I reported it back in March. Not sure why the persistance is not working correctly because now I have to do a couple more tickets for some cars despawning and now tents and since 1.04 the Off road hatchback co-driver door despawns even while it is on the car. People losing that stuff is just unacceptable.
New implementation of stamina sprint lockout is broken, stamina will not regain to a sprintable state when overweight. See https://feedback.bistudio.com/T144473
I cannot confirm this because I only noticed zombies rushing my location after landing successful head shots.
It seems that the parts will left the map at the moment when the lifetime is over.
I test it again with generator+cable reels+battery reload system+battery in one part and in other part generator+battery reload system+battery. All items left the map at the same moment (when i was install it on the ground).
That´s a bug which was reported. Look at this for fix the problem first on this way till it will be fix by the programmers.
@Jammet I was very surprised to find the latest Stable 1.05 has all the common assualt rifles flagged with count_in_cargo="1" and count_in_hoarder="1". @Geez Does this indeed mean what we think? Items that are flagged like this are being counted into the nominal value, leading to no new guns spawned as long as the sum of stashed weapons matches the nominal value?
Please fix it
GetGame().ChatPlayer("message") (global message to all players connected to server) not works too (((
Sometimes not as much anymore however still a problem
@Geez This might be exactly what the designers have in mind, but I figure there needs to be some sort of check/max amount of one item spawning in a specific zone/town, so that when an item goes below it's "min" value and is being "restocked" to it's "nominal" value, the second system can check if there is an item of that type already in the zone and if no it can place it there and check again. Items could be refilled to the nominal value and be held and queued so they don't spawn where someone loot cycles but actually in a place where item cleanup removes items that have passed their "lifetime" value.
Problem still exist with 1.05
@Geez
Thanks for the detailed answer!
@Geez Okaaaaay...Thank you.
@Geez Thanks for the info!
@Geez Thanks!
Thank you.
Please let us know in case you encounter this issue on the stable version as well.
Regards,
Geez
Hello freerider3434.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez
I haven't come across this issue yet, i lost that character with the ak74 , but it may not have been the mag that was the issue but the gun. the gun wouldn't attach even a freshly spawned mag.
i forgot to say that the ak74 was spawned as badly damaged and the mag was pristine if that helps.
Hello Lex and thank you for the report.
The issue is currently being looked into internally.
Regards,
Geez
Hello Jakeyounghere/EnterThePug and thank you for the feedback.
Currently we are not set on either keeping the current state or disabling the zombie attacks on unconscious players and it is a matter of discussion for the future updates.
Regards,
Geez
Hello everyone.
According to the designers, this is intended behaviour and everything works correctly in this case.
With Regards,
Geez