Resolved with 1.21 update.
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Apr 12 2023
Apr 8 2023
Workaround for the events crash is
- Reimport animation
- Check in anim editor
- Restart workbench completely
- Saving events works
video of workbench crashing while saving animation events
Apr 7 2023
Apr 6 2023
Hi there,
Apr 4 2023
Apr 3 2023
Apr 2 2023
Mar 29 2023
Mar 28 2023
Mar 27 2023
Just to give a example what kind of problems for mods this could solve when the parent widget would adjust its content size depending on the children:
Mar 25 2023
Mar 24 2023
Mar 23 2023
Hello M4STURch33fee.
This issue occurs due to H:\SteamLibrary\steamapps\common\DayZ\!Workshop\@NAMALSK TRADER\addons\nothink.pbo' being corrupt.
Please remove or redownload the mod.
Regards,
Geez
Mar 21 2023
Mar 20 2023
Mar 17 2023
Thank you! This message made my day. Another step close to horse :)
Hello Hunterz.
The code you mentions work offline will work in online environment with the update 1.21.
In 1.21, the pivot and positionOnly flags called from 'IEntity.AddChild' will now synchronize in multiplayer.
Mar 16 2023
Mar 14 2023
Mar 13 2023
This is still an issue.
+upvote any updates,? Still an issue.
Mar 12 2023
Mar 10 2023
Mar 8 2023
Mar 6 2023
In T170180#2408842, @Geez wrote:Hello p4k1tz.
Due to the current priorities with the release and possible hotfix, we cannot address this immediately. I will let you know if there are any new developments.
Mar 5 2023
Mar 2 2023
Thank you for your feedback InclementDab.
I will forward this to the devs and it will be considered.
Thank you for the report. We will take a look into this with the BattlEye team.
Mar 1 2023
Feb 27 2023
Hello bluesun.
This is intended by design so you do not end up with two SVD's at a single heli crash for example.
Regards,
Geez
Feb 25 2023
Feb 23 2023
Further testing showed that the kill source is fine in the EEHitBy and in EEOnDamageCalculated methods.
Just EEKilled fails to return the correct entity in AnimalBase:
I was also able to reproduce the mentioned issue with the kill source.
No matter with what a animal gets killed the entity returns itself as the killer in the EEKilled method on server side if it is inheriting from AnimalBase.
Feb 18 2023
@Geez Thank you very much that's exactly what I was looking for.
I had hard time to figure out how to use it for my needs but now it's done and all seems work well.
Feb 17 2023
Hello Liven.
The developers suggest to use the method Object::ProcessDirectDamage instead of Object::SetHealth to deal the damage in a situation like this.
Regards,
Geez
This MOD is very popular and hopefully developers can help out with this.
Feb 16 2023
After deleting some mods through the publisher the issue seems to have disappeared. Would be nice if this would be looked into as there seems to be a mod limit.
Hello p4k1tz.
Due to the current priorities with the release and possible hotfix, we cannot address this immediately. I will let you know if there are any new developments.
Feb 15 2023
@Geez Has this question been passed to anyone for a potential answer?
This is on console servers...sorry forgot to mention it
Feb 14 2023
My thought is, there starts to be a limit to how much publisher can handle with how many mods have been published overtime. Currently just hit over 50 recently.
Feb 13 2023
@Geez Any new information?
Ticket can be closed, for future reference for others: the class HumanItemAccessor methods for each entity is tied to Human instance. Access it via Human::GetItemAccessor(); and the methods within HumanItemAccessor will be relative to the entity. The features mentioned above in the original ticket are working as intended
Feb 12 2023
@Geez Battlemetrics have same problem to decode A2S_RULES correctly in some cases.
Feb 10 2023
unfortunately no new information I can provide at the moment as the devs will have to dig deeper into this.
Feb 9 2023
@Geez Any new information?
Feb 7 2023
Feb 6 2023
Above is an example response that can be used as a reference. Between offsets 0x0000002E and 0x00000032 should be the steam ID of the mod. But Offset 0x0000002D describes the steam ID length being 4 byes. 2E through 31 are not the correct steam ID, and neither is 2E through 32. I can only assume one of these bytes is a modifier for the steam ID, is corrupt, etc.
In T170180#2404850, @Geez wrote:Hello again,
According to the devs:
https://developer.valvesoftware.com/wiki/Server_queriesIt's just 1b header + long challenge, then some data if challenge is in incoming message - otherwise 1b header + int16 rules count and list of rules - which is as in steam documentation.
Hello again,
In T170180#2404740, @Geez wrote:Hello p4k1tz.
Is there any relevant reason why do you need to know this information?