Personal thanks to Jacob Mango
Thanx all
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Jul 3 2020
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Jun 23 2020
In 1.07, this worked fine only on server
See code:
Oh and @Geez, this ticket can be closed. Works as expected for the Expansion Mod in both 107 and 108.
Perform on the client first within the command handler for the player you are linking and then perform on the server. Notice how StartCommand_Vehicle is always called on the client before it is called on the server, this is why. It is only called on the client which is being linked and the server, you do not need to sync to any other vehicle.
Jun 22 2020
I use for player on server side (like in 1.07)
Jun 21 2020
Great Idea, but It would be nice to have some kind of whitelist the mod needs to be put on to be able to access this function. E.g. the Workshop ID needs to be inserted into the server config as an array of Strings. I can already see some modders having the great idea to add random people ore them selfes or anything else
+1
I believe all values are 0.0F to 1.0F, and this makes sense as it's a percentage 0% - 100%
Yes, this.
Jun 20 2020
I use LinkToLocalSpaceOf for bots, I don’t notice teleportation to the sea, maybe you have zero values in the matrix or something else.
LinkToLocalSpaceOf not correctly works in 1.08 exp
Player going to sea anyway ((
Jun 19 2020
NIce ! Thx Geez ;)
Hello NiiRoZz.
The issue has been resolved internally and will be fixed in one of the upcoming updates.
Regards,
Geez
Jun 18 2020
why do you write zero? if you need to use so
AIWorld world = GetGame().GetWorld().GetAIWorld();
if(world) { PGFilter m_pgFilter = new PGFilter(); world.SampleNavmeshPosition(pos,0.5,m_pgFilter,pos) }
Jun 17 2020
Jun 15 2020
Hello asorrycanadian.
If you use dz\structures\roads\decals\Decal_Crosswalk.p3d do you still experience any issues?
Regards,
Geez
Jun 14 2020
@ukulelekid713 Removing the "if null, will send to all players" comment sounds fair if there is no intention to support null for the player argument. However, I think a notnull modifier should also be added so that the function doesn't silently ignore incorrect usage.
Jun 13 2020
From the naming scheme of SendNotificationToPlayer and SendNotificationToPlayerExtended, you can tell that those functions are specifically aimed at sending to the player specified and not all players.
Sorry, city_dashedline_ca is something of a placeholder texture; It seems city_crosswalk_ca is missing altogether. Or i'm missing something.
Jun 12 2020
Yeah, I forgot I made a ticket about it :)
added the SetFrequency command to the AbstractWave class for experimental servers 1.08, they probably forgot to write about it in the news.
Jun 8 2020
Hello NiiRoZz.
SetClassVar API for arrays is for static ones, not dynamic
for dynamic arrays, you need to get it using GetClassVar and then use Insert.
Regards,
Geez
Jun 6 2020
No clue why this is classed as urgent, it's not urgent at all
Jun 5 2020
any progress on this "trivial to fix" bug?
Jun 3 2020
Jun 2 2020
Jun 1 2020
May 31 2020
May 29 2020
May 28 2020
There are any workaround to handle the 64kb issue?
May 27 2020
In T150938#2061664, @Jacob_Mango wrote:Can confirm, except for an issue with getting out of seats and sometimes players teleport to 0,0 (mod issue) it works fine.
No flickering, no delay, no short freeze.
For it to work best you have to do a bunch of matrix math and add network delays when you call them so you don't call them at the same time
In T150938#2061539, @Hunterz wrote:Its fine someone use and read source code of my RoadTrip mod :P
May 25 2020
Hello Helkhiana.
It is not possible to use the time animation source, because it is a renderer based animation source and even if we would make it so it animates collision, it would still be not working on a server (no renderer = no animation = sync issues).
Regards,
Geez
Thanks.
So I can spawn items / events in, but I don't get a reference to an object that was spawned ? Would be nice to get my spawned Item to manipulate it further