To add to this here is another clip on the same server (ZERO Deer Isle) of unconscious from a double blaze shot to the head. At the time I thought Infected knocked me out but maybe it was the double blaze shot. This unconscious length makes perfect sense to me given the caliber and that it was a head shot. https://www.twitch.tv/videos/1095598117
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Jul 23 2021
Hello Geez.
I have completed the setup using the method described in the link.
For some reason, RCon could not connect.
I thought it was blocked by the firewall on the server side, so I reset the firewall and the RConPort is now open and available.
I was able to put BEServer.cfg in the Battleye folder, restart the server and rewrite the file name to be active.
Thank you very much for your help.
Hello tarkules.
This is completely unrelated to BattlEye and BattlEye related Rcon tools.
It is a Steam feature that is included in DayZ (And most of other Steam games).
https://developer.valvesoftware.com/wiki/Server_queries
Hello RyzingPower.
Is everything set up correctly according to https://www.battleye.com/support/documentation/ ?
I also disagree, I have both an Ak and an Ar in real life and they are quite easy to control, of course the handguard and buttstock interfere, but the game representation is as realistic as possible.
Jul 22 2021
Hello Fernandes.
As mentioned above. This is not a bug. It is not supported to have shooting and raise weapon toggled to the same key and do both at the same time with the same key.
Regards,
Geez
That mod just shows how overly simplified DayZ gun handling really is... ignoring the huge recoil, but that mod has much more organic feeling gun handling.
Hello CrispZestyLettuce.
Do you still have any mods installed? It looks as if the mods were not properly cleared.
Regards,
Geez
Hello, I have multiple repros on video. Please have a look!
Hello Whiskey-Tango.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez
Thank you for the report TrueShotTom.
The issue has been confirmed for this specific type of building and scheduled for a fix.
Regards,
Geez
Thank you for the report DrDeSync.
This is a known issue and it is scheduled for a fix.
Regards,
Geez
Thank you for the report Furos93.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez
Thank you for the report TrueShotTom.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez
Thank you for the report CharlesE98.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez
Hello GluttenFreeVapes.
This is currently working as designed.
Regards,
Geez
Hello everyone.
We are currently looking into an issue which is most likely related to this behaviour and fixing it should fix this issue as well.
Regards,
Geez
Thank you for the report 3lockad3.
This is a known issue and it has been scheduled for a fix.
Regards,
Geez
Thank you for the report GonjZ.
We are going to take a look at what can be done.
Regards,
Geez
Hello 444Rob444.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez
I like it. It was to easy to lock up zombies.
Agree with a lot of the feedback on this change. It seems like the intent may have been to make it more difficult to lock up zombies and get out unscathed (?), but it just feel cheap. Really cheap.
Update: it was an outdated Mod (Time is Money Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2045438856&searchtext=Time+is+Money) :D i kickt it from Server, now everything runs fine :)
In T159784#2216936, @Geez wrote:Hello Frenandes.
Are you trying to bind the Raise button and Shooting button to the same key? As that is not possible.
Regards,
Geez
Hello acdemiralp.
According to the devs, when the update has been released, the limit has been pushed due to us adding the new stuff. The limit is hard coded and we do not plan to increase it due to performance reasons.
Removing a couple of mods from the list should let you run the server without any issues.
Regards,
Geez
Without more transparence as to why this change was made to Infected attack ranges, its hard to say whether the intended goal or effect was accomplished.
Hello Frenandes.
Are you trying to bind the Raise button and Shooting button to the same key? As that is not possible.
Regards,
Geez
Jul 20 2021
Hello blu_dreemin.
Can you please provide more specific info regarding to the occurrences of the crash?
Also, are there any errors appearing? Are any .mdmp files generated in your C:\Users\*username*\AppData\Local\DayZ folder (The folder is hidden by default, you will have to enable hidden files and folders in Windows) when the crash appears? Are you running any mods? Does this occur on non modded version?
Hello Marcalmay.
Hard to pinpoint out. Seem this garden plot problems are common on modded servers. Its also howering (like in previous patches).
Jul 19 2021
It only occurs on a single server it seems. It also did not occur in vanilla.
Hi Geez
I make pbo for you tomorrow
Can confirm, zombies now have wifi hands.
When the crash occurred, it was on mod server. Before formatting, I removed all the mod, and did the installation without any mod, I tried to access official server without success.
In DayZ Community Discord I found help and information:
https://discord.com/channels/452035973786632194/492295561672654858/866074967498424330
Having the same issue on my modded server, have replicated it on my test server. Have tested removing mods and there doesn't seem to be any single mod causing the issue from what I can tell
An example of this was seen just now on TRMZ's stream.
https://clips.twitch.tv/CleanRelievedSpaghettiCopyThis-jC4pPpExDqy89-aU
Did some more testing. Vanilla AreaDamageOnce with my setup did call damage event when leaving a trigger aswell. And it should not because damage dealing is bind to OnEnterServerEvent. So even withour doing another debug I assume this method isn't called properly.
In T159697#2216507, @trintrax wrote:Community server. No storage wipe and the vehicles were on the map already on 1.12.
I have wiped them all and still checking if the new spawns are ok.....
Community server. No storage wipe and the vehicles were on the map already on 1.12.
Hello aabalas.
This is not a bug but an intentional change that has been addressed in the patch notes. The distance might be tweaked again for the future versions based on the player feedback and general balancing.
Regards,
Geez
Hello chapmanlj40.
Has this occurred on a community server? And if so, was there a storage wipe or were these vehicles on the map during the 1.12 version and the storage is being used with the 1.13 release?
Regards,
Geez
Hello borizz.k.
Can you please send us the pbo files so we can check if the load order is correctly defined?
Regards,
Geez
Thank you for the report Warburgg.
This is a known issue.
Regards,
Geez
Thank you for your feedback friendly_chick.
We will go over this internally and see if there can be something done about this.
Regards,
Geez
You may want to link this mods via RequiredAddons in config.cpp, so one mod will require another to load first. We had same troubles and those steps did help.