the zombie one present anyway, just with hibernation its longer
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Dec 27 2020
Dec 26 2020
Confirmed this is still an issue
Dec 25 2020
@Geez Hi. Please see this ticket.
It seems that the zombie killing freeze happens if the PC was loaded from hibernation . though the inventory one happens always .
Sorry, here is the crash report.
Dec 24 2020
Meanwhile, there is no need to insult!
I don't know if it's a Google translation problem (I don't know English), but from my experience with the broken bodywork you can drive normally. I do it regularly with the old Skoda and with a new Niva. Maybe because it's not ALL broken, but it has damaged parts that cannot be repaired with epoxy resin ... and I continue to drive them.
And I repeat that this is right.
If you want to make a car disappear, take out all the water, start the engine and let it go until it breaks down. When the engine light turns red, that car will be ready to disappear after a short time. I've seen it several times.
Maybe, if you want to be safer, remove all the wheels and body parts as well. With the engine melted it disappears for sure.
Dec 23 2020
Dec 22 2020
You might be brain damaged. The vehicle is no longer functional, can't be repaired, can't be driven, and can't be despawned.
But...
Does BI still exist or are they all dead?
How is it that nobody even answers?
Is it because we have already paid for the game by now?
:-(
You haven't read what I wrote.
Read it better.
The external sheet metal has no necessary function other than the aesthetic one, therefore it is of no use to anything essential, the vehicles can move without problems. This game does not foresee damage to the chassis (which is essential), but only to the external bodywork.
Get over it, this is it.
Please i really want to play dayz
I can testify that this is happening on all 3 BR servers.
Dec 21 2020
I experience this as well
Someone probably guessed the code and changed it.
Although the current spesific connection is blocked for some reason that might be connected to dayz.
After several tests it seems that hotspots as a whole allow connection to servers.
HE BEEN HERE 2 TIMES NOW IM WITH FRAMES THIS GETTING TO BE BULLCRAP HES DESTROYING OUR WHOLE BASE
Dec 20 2020
@Geez
Hello Geez, can you please tell me if the topic of night time illumination is being discussed or considered?
Dec 19 2020
Thank you, Geez.
Hi, I seem to have a similar issue, atleast I think so. It's been years since I last played the game, but whenever I join a server it kicks me out after about 10 seconds of running around. All it says is "Warning, you were kicked off the game". I've tried reinstalling the game and veryfying the game files.
Help would me much appreciated :)
https://steamcommunity.com/id/BounceyElf/
Dec 18 2020
Seeing that blog post today, seems you guys are done for the year? So I guess I'll be teaching my players how to move to exp branch for xmas! XD
In T153090#2139871, @lava76 wrote:@Geez any ETA on when the current fix in Experimental will appear in stable?
Hello Rhino1303.
Can you please provide a video of the problem you are experiencing?
Regards,
Geez
Hello Hudi.
Please try the following:
Hello John_Koda.
There currently is a limit upon which the server kicks the player out, if your ping reaches above 300ms then the server will kick you. However, I will forward this report further to see if there is anything that can be done.
Regards,
Geez
This needs to be fixed.
Dec 17 2020
I have experiences the same bug at least 3 times now.
Dec 16 2020
Soon I hope! I had to remove yet another mod this week! :(
I was trying to wait, but now Im seriously thinking of switching to exp build!
@Geez any ETA on when the current fix in Experimental will appear in stable?
Hello Geez,
In T153090#2139503, @markkoky44 wrote:Could we please get some information what did you guys fix internally? (it does not need to be technical line by line, just some heads up on something we can relate within EnforceScript) Might clue us in on looking for an easy way to reproduce. Because right now i am stuck with adding a single "if statement" or declaring something "new" of a custom typename causing crash during 4_World module compile
I have a 100% reproduceable method right now, but it must include a large list of mods; and the issue is presented based on combination of scripts that have no correlation from one mod to another (on surface level aka Enforce Script modules)-mod=@CF;@VPPNotifications;@VPPAdminTools;@UniversalApi;@Community-Online-Tools;@DayZ-Expansion-;@DayZ-Expansion-Core-;@DayZ-Expansion-Licensed-;@DayZ-Expansion-Vehicles-;@Trader;@Namalsk Survival;@MasssManyItemOverhaul;@CannabisPlus;@MuchStuffPack;@P2PTrader;@ECLE Expermental;@CarCover;@Metallurgy&Forging;@HaB Experimental;@Basic Map;@MuchCarKey;@GasMaskAddons;@FarmingPlus+;@BaseBuildingPlus;@Code Lock;@RadZone;@Server_Information_Panel;@SQUAD MSF-C;@KillFeedAdd the following mod to that list above @KillFeed will cause crash (sometimes along the crash the Function: '#InitGlobals' stack trace is thrown ) when 4_World is about to load. I have pinned it down to the exact script causing the crashes within the mod @VPPAdminTools, however it produces inconsistent outcomes, meaning if you remove @KillFeed the @VPPAdminTools codebase will have no issues whatsoever and vise versa.
Going deeper within the script class in question:
The specific code in question is FileSerializer although it is utilized in many modules and in other instances within the 4_World module, it still causes issues. I cannot describe why because the issue seems to be arbitrary, mostly based on mod load order and type mod hence why its so darn hard to create a combination of short mods to trigger the behavior.One consistent result thru the testing so far: all the issues stem from 4_World module all mods in question that cause the crash / #InitGlobals stack trace have edited that module worldScriptModule and when unlinking a specific mod out from loading its modification to that module it stops the crashing and resolves compiler issues no matter which mod you remove, at least either (in this context) @Killfeed or @VPPAdminTools
The strange thing is, the correlation between the two mods in question have no relation as in: @Killfeed makes modifications to vanilla classes such as recipes and player actions, the other mod @VPPAdminTools creates its own custom types and uses FileSerializer within multiple class & instances. Remember this is all within within 4_world module. The addition of more mods which override and add-onto this module in question, causes further more chance of this issue occurring.
Within the codebase of the mod @VPPAdminTools i was able to reach a point where commenting a few specific lines would fix the issue, the code in question is ALWAYS 100% related to ANY type of Serialization
i.e; declaring and using ParamX Param1-7 & class FileSerializer remeber, not only declaring the class but actually using it e.g;Param1<string> data; if (!ctx.Read(data)) <<<--- READ = EXPLODE { //do something }consistent so far right? Yea because all these types link back to Serializer engine class with Read Write proto functions
Using the class in question as shown below will not cause any issues
GetRPCManager().SendRPC("RPC_MenuObjectManager","HandleSetsData", new Param1<ref BuildingSet>(buildSet), true, sender);Notice why it works just fine, results in no crashes because Read(); or Write(); was not used.
new Param1<ref BuildingSet>(buildSet)I have attached a sample snippet that is documented on where and how it causes a crash (must use the same mod list i mention above. order too)
Snippet.rar6 KBDownload
The vehicle cannot be driven if the body is ruined, FYI.
I don't think it's a defect but a logic characteristic of the game. The bodywork is not very important for the functionality of a vehicle, as only the external part can be damaged and not the chassis. The important things in this game are the wheels, the battery, the spark plug, and the radiator ... all of which you can replace. Then there is the engine, which is fundamental. This alone should be a condition for deciding whether a vehicle should disappear or remain: a destroyed and irreparable engine renders a vehicle useless and it is right for it to disappear. If the engine is still repairable, if the bodywork is all broken and accessories are missing, you can always repair the engine, add all the accessories and play with the broken bodywork: the vehicle is still usable and it is not right or logical for it to disappear. .
My 5 cents
I have found a possible solution.
You have to take off the hood, climb over the engine with the pipe wrench in hand and crouch. If you move around a little while looking at the engine the option to repair it should appear.
Obviously the distance in which this option can appear is too short. Developers should increase it a bit, so that it can become visible even without all these maneuvers.
no one cares about ?