Jacob_Mango, thanks. I will dig on that.
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Aug 28 2020
Aug 27 2020
Aug 26 2020
Aug 25 2020
Jacob_Mango, I didn't.
Do you have any hint to activate this feature?
I looked at SG and Expansion code but didn't find where configure the infecteds.
Would like so much use this on my Pvzmod Dark Horde.
Jacob_Mango, do you mean in the config or somewhere else in the scripts?
Did you configure the Infected you're spawning to use that behavior? By default they don't use that, it's what the Survivor Games Infected used though.
Aug 23 2020
I think it will be enough to add the HandleDamage function as in arma 3
so you can adjust damage to objects with different hit points, up to disabling damage with specific hit points.
and in EEHitBy it is easy to track the damage done at a certain moment, so that you can catch what was shot exactly at the door handle, etc., in general, for many mods this solution is suitable
Aug 19 2020
After further testing, it seems that this issue can be resolved.
Aug 18 2020
duplicated by mistake. please delete
Aug 17 2020
Aug 16 2020
Jacob_Mango, yes my mistake, everything works, but still a crutch, but thanks.
In T153262#2096679, @komer wrote:I called the GetOutVehicle function before starting StartCommand_Script, the player got out of the car, but now I can walk through the textures
Did you wait for the HumanCommandVehicle to end before calling StartCommand_Script inside one of the Command Handler override methods, you can check that by seeing the current command id and checking if that command was finished using the boolean. This method works for me as was intended.
I called the GetOutVehicle function before starting StartCommand_Script, the player got out of the car, but now I can walk through the textures
I highly suggest just opening up the 'player_main.aw' animation workspace file and then looking at how the graph works to wrap your head around why it is just not possible to "reset" animations after a command has ended.
It is not a bug with HumanCommandScript. The reason this happens is because HumanCommandVehicle::GetOutVehicle (or equivalent) was not called before the command change. This is done by design to allow the player to enter the command HumanCommandUnconscious while still being attached to the vehicle. If you want to be detached, call HumanCommandVehicle::GetOutVehicle.
in this case, the animation and attachment should have been reset if not a bug. but why should I walk through the air? this is mistake
That is the intended behavior for how that method works.
Aug 15 2020
Aug 14 2020
@Geez Sorry for the ping, but this is something that the would be extremely useful for us, it's a blocker for a current feature I'm working on. Do you think it's possible to get someone to look into it? Something in script that allows you to insert/remove slots, so that multiple mods can add slots to an item.
Aug 13 2020
Aug 12 2020
Aug 11 2020
Aug 10 2020
Jul 29 2020
The problem's been solved.
Jul 28 2020
Hello ponytail321.
The issue should be resolved and you should be able to connect now. Please let us know if the issue has been resolved.
Regards,
Geez
Jul 27 2020
Excellent, very good information that will make the game go in a more optimal and better quality for all of us and the other users who make life in this good game HumanCommandMove and that I know makes millions and millions of users spend hours and hours in front of their screens to entertain themselves and more during this pandemic that literally isolated us and locked everyone up the truth is that I will also do my part, shortly I will publish it here so be on the lookout for them to take a look at you
SetSteering and SetThrust. Don't work dayz 1.08 27 July 2020
Jul 25 2020
Jul 23 2020
Same bug appears in vanilla, putting a clothing item into the buttpack of the smreshvest when it's attached, will not work.
https://gfycat.com/relievedfairgalapagostortoise
Jul 22 2020
Im asking mate thats all, So I edited that line in the scripts file, and it works as you said, doesnt need re-signing by its dayz key, but then it throws error client side because, every client has the same file with the same setting.
what mistake? Are you sure you added the unsigned pbo to the server?
Jul 21 2020
I find if you physically change the scripts PBO file on your servers:
@komer, Hi I see you have a solution to this issue. did you make a mod for it please. or could you explain how we can accomplish this. Does it need to be a config.cpp or.
Jul 19 2020
@Jacob_Mango Even though it doesn't make sense why you couldn't, it just doesn't work to mod Clothing class.
Jul 18 2020
I have not attempted that, my alternative solution was simply to stick with vector.Distance() however, i might give it a try with increasing the objects' Transformation.
Have you tried to just make the initial object much bigger and then shrink down the BBox?
Jul 17 2020
Jul 16 2020
Jul 15 2020
on the server just add pbo with the fix to your server.
Clothing shouldn't be an Engine class so not sure what the problem is there, holds no proto/native methods and inherits from ItemBase which can be modded.
This has become *extremely* important given the changes to CanReceiveItemIntoCargo and CanPutInCargo with 1.08.
Jul 14 2020
Thank you @komer , That seems like good info. I am still loading OP_BaseItems and other mods, and resolved the error another way. Recently this same error popped up again after a recent mod updated, and removing CodeLock fixed the issue. I did not want to remove CodeLock so I tested removing other mods, and strangely enough, removing the KillFeed mod actually resolved it, and I was able to keep OP_BaseItems and CodeLock, and BBP loaded.
In T152514#2086907, @Geez wrote:Hello again.
Can you please provide us with the server IP of the server you are experiencing the problem on?
Regards,
Geez
Hello again.
Can you please provide us with the server IP of the server you are experiencing the problem on?
Regards,
Geez
here is an easy way to solve this problem
this error is apparently due to the fact that you can not pass the value of const to const.
Add a fix to 4_World
modded class ActionTargets
{
private const float c_MaxActionDistance = 2;
}
I started receiving this same error when I added the @Advanced Weapon Scopes mod. I had configured my types and spawnabletypes and activated the mod. Upon loading the server, it throws up the "Can't compile "World" script module!
Jul 13 2020
Jul 12 2020
Removing OPBaseItems solved it for me
Jul 10 2020
In T152514#2084491, @Geez wrote:Hello ponytail321.
Are you experiencing this issue on a community server or on the official servers?
Regards,
Geez
Jul 9 2020
Hello ponytail321.
Are you experiencing this issue on a community server or on the official servers?
Regards,
Geez
@Geez
Any action on this? It's still a huge problem patches later.
Jul 8 2020
Jul 6 2020
Jul 5 2020
I had this exact same error when trying to load the following mods together. Adding the BaseBuildingPlus mod seemed to cause it, soon as I removed that mod, it went away. Others report this mod working with DayZ Expansion and other mods, but I can't seem to get it working with this mod combination. I know it's caused by some combo of mods, but figured I'd report here since it's the exact same error.
Jul 3 2020
Hello NiiRoZz.
The issue has been fixed internally and will be fixed in the upcoming update to the stable branch.
Regards,
Geez
Thank you for the report NiiRoZz.
The issue has been fixed internally and will be fixed in the upcoming update to the stable branch.
Regards,
Geez