class CfgPatches { class CarCover { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { #ifdef GAMELABS "GameLabs_Scripts", #endif #ifdef BASICTERRITORIES "BasicTerritories", #endif "DZ_Data", "DZ_Scripts" }; }; }; class CfgMods { class CarCover { dir="CarCover"; picture=""; action=""; hideName=0; hidePicture=0; name="CarCover"; credits="Hunterz, Lusk-Lynge, Spurgle, Funkdoc"; author="Hunterz, Lusk-Lynge, Spurgle, Funkdoc"; overview="$STR_carcover_overview"; authorID="0"; version="1.0"; extra=0; type="mod"; class defs { class gameScriptModule { value=""; files[]= { "CarCover/Scripts/Common", "CarCover/scripts/3_Game" }; }; class worldScriptModule { value=""; files[]= { "CarCover/Scripts/Common", "CarCover/Scripts/4_World" }; }; class missionScriptModule { value=""; files[]= { "CarCover/Scripts/Common", "CarCover/Scripts/5_Mission" }; }; }; }; }; class CfgVehicles {
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Feb 16 2022
hmm #ifdef TRADER also not found it now in 1.16
maybe only capital letters in name of variable?
1.16 again break something which worked before
Feb 4 2022
Please add hidden selections to camonet packed, and also for all proxy camonets on wall, on tents and will be great also on static objects
Jan 31 2022
this will be very useful for animals too
Jan 27 2022
Dec 17 2021
Nov 28 2021
Example use case
Nov 27 2021
Nov 8 2021
+1000
Nov 6 2021
Nov 1 2021
I am suspecting that ogg files shorter than some limit (for example 1 second) are handled not properly. Or there is some other unknown reason for me.
I can listen sound, only that event is problem.
This file fire event everytime as expected.
This file fire event only once
Oct 26 2021
plc close looks like some mess in my code.
really need that event works correct because want know when sound was ended
Oct 6 2021
not counted, just saw that message multiple times and think will be nice increase that limit little bit if possible
Sep 28 2021
Sep 27 2021
Also StartCommandAttack in DayZAnimal will be good with parameters of target entity like have DayZInfected.
Sep 26 2021
Will be very useful also set target position, or entity, allow change behavior like calm, aggro and do at least some documentation for ai methods in vanilla code. Extending animals methods with bone transformations like have player and infected, also related methods from dayzinfectedinputcontroller. Modding animals allow modders add rideable horses, pet animals and so on. Please try on some next update reveal some methods for modders. Thanks
Aug 14 2021
Jul 15 2021
Hmm looks like it works this way only on my local server :/
Experimenting today and looks like required addons acts as soft depedency, when requied addon is not present server start without complains. When wants see defines from other mod, must add it to required addons and the are these defines recognized in my mod.
Jul 14 2021
For example from yesterday updated of MuchCarKey I cannot detect this mod in my Carcover. But Helkiana using in his mod same method, just create common folder, which is every time loaded. Before yesterday update of his mod all working smooth.
Jun 30 2021
Jun 27 2021
Problem is also GetRandomElement() from array...
Jun 8 2021
Apr 13 2021
ok understand, thanks
Jan 30 2021
Dec 31 2020
Hehe, already created mod for this :P
Dec 15 2020
There was mod perishable food, and now is similar mechanic in vanilla game.
Hmm, but game is still developed. Getting new features and mechanics. Why not parenting to vehicles?
Dec 14 2020
I think raycasting is very expensive and propably consume too much server power.
Nov 30 2020
Nov 15 2020
Nov 5 2020
Please update wiki, there is also need add overview entry into config.cpp of mod, then will start this feature. Also regarding localization there are need update of wiki. Use strings like $STR_yourmodname_overview and add it to stringtable.csv. Then everything started working.
Oct 21 2020
I think not good idea change some already defined behavior. When I talked with Sumrak, they told me that BI want maintain backward compatibility.
Aug 30 2020
Jun 5 2020
any progress on this "trivial to fix" bug?
Jun 3 2020
May 24 2020
Its fine someone use and read source code of my RoadTrip mod :P
May 10 2020
When I tried attach magazine to CZ527, got bugged weapon. I did with CZ527 and Mag_CZ527_5rnd. Others rifles like AK works very well.
Apr 29 2020
Ok thx.
maybe AddChild/RemoveChild will work same way, idk not yet tested...
Mar 29 2020
Mar 16 2020
Look to other links which I added to this issue. I think problem is not syntax. Problem was reported on MuchStuffPack, MassManyItemOverhaul, Treasure. Interesting is reply of Helkhiana: there are propably too many mods referencing that UaMaxDistances.DEFAULT..... comments from 3.march on his mod MuchStuffPack.
I think there are maybe some limit to modded actions. My modded class:
Mar 15 2020
I testing only together with CF, Zomberry and Treasure mod and this error not appear. Also my mod is on several server running without problems.
Excactly same error are reported on others mods. I think it is some problem of modding interface.
Mar 14 2020
Mar 2 2020
Thank a lot Jacob_Mango!
Feb 19 2020
Still present in 1.0.7
Jan 11 2020
Jan 6 2020
still present in 1.0.6
Tested on my server and is enough uncoment group and then add entries for each watchtower on Livonia map. Please fix this, thanks.
Jan 5 2020
Jan 1 2020
I think bugreport should contain only one bug, not summary of bugs you found. For example Inventory bug is known, you should use search before posting new bugreport.
Dec 30 2019
Dec 29 2019
Looked into xml files of livonia mission... There is no defined postions of watchtowers, group is also commented inside group definition xml. It looks like Livonia map variables/settings are incomplete.
Dec 28 2019
Still present in 1.0.6 :-(
Already done in Livonia map. Thanks.
Dec 26 2019
looks like it is ab bug of tower model, map is wrong inside all towers similar as Dambog
Dec 24 2019
Crying about bugs does not help developers to find and fix source of problem. But when you describe situation how its happened, then they can find a problem and fix it.
Dec 23 2019
still present in 1.05