yes please, together with modding camera effects (disable underwater feel) it will allow us to make underwater enterable structures, ships and even submarines
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Jul 13 2023
Jul 8 2023
Yes I know without super call nobody else will be able override that method :)
its not a bug, its feature, its needed remove super call
Jun 22 2023
Jun 18 2023
I got hint, that is only possible go opposite way from scripts to enf anim, so I did animation of pedals and then sending value to animgraph where is pedal animation as pose node so all is now synchronized. Thx Jacob Mango.
Jun 17 2023
Tried this as well:
May 27 2023
not sure if thos envents can be somehow used as workaround:
May 2 2023
Please fix those methods above. In my usecase of bicycle I need set thrust when diver get in automatically to have more realistic entering to bicycle a instantly move. Right now is great that at leas gearbox controller is working, so I can automatically set gear to FIRST while entering to bicycle.
Apr 23 2023
Apr 22 2023
It should delete orphan link in my opinion
- Anim editor and worbench crashes when deleting anim node source connected to state, then click to state
Apr 16 2023
workaround is using GetLowerRTime() for now
- Bones button in anim editor should be toggle button as is written when you hover over it. But every press now show new bones dialog instead show/hide.
Apr 13 2023
Apr 7 2023
Mar 28 2023
Mar 17 2023
Thank you! This message made my day. Another step close to horse :)
Mar 9 2023
will be good to have those annoying messages configurable or even better moddable in scripts to be able easy hide it
Dec 26 2022
Dec 24 2022
tested on english windows and no luck too. only empty folder is created
Dec 22 2022
maybe can be problem with windows in czech language settings
Tested it today with 1.19 and exactly same code create only empty ScreenShots folder.
Dec 15 2022
Nov 30 2022
Timer and CallLater have pros and cons. Switching to Timer is just workaround. Personally preferring fix already very good described issue.
Nov 8 2022
before player teleported client freezes for few seconds
there are only new bug with linking to object... when player change stance, is teleported (desync) randomly to map
Oct 22 2022
Oct 20 2022
Oct 8 2022
Sep 23 2022
This works in offline:
Sep 20 2022
Sep 18 2022
Sep 2 2022
Is there something like cache or config in registry which can be reset? For me it look like after loading and working with some animgraph anim editor breaks this and in the last time game update and tool update fix that for short time.
Aug 19 2022
Any progress of fix that issue?
Aug 7 2022
Jul 22 2022
Its really annoying explain server owners again and again that T166345 stil not touched.
Jul 20 2022
Unfortunately this issue returned. Today when I worked with anim editor and they crashed, I started it again and now that grid not moving was back. Not sure if those steps to reproduce helps to troubleshoot this issue.
Jul 15 2022
Jul 10 2022
aiming in human.c
check class AITargetCallbacksPlayer
Jul 1 2022
Can confirm too. Thanks for fix.
For me it looks like kinda partially reverted changes, when looking into dayzanimal command script that contructor line was again commented like it was in 1.17
Jun 30 2022
not crashing server anymore, but started filling crashlog T166345
Animal scripted commands works now, just for me is unnacceptable filling server crashlog with error messages.
OFC I tried DayZAnimal but exactly same error getting.
Jun 27 2022
Example of my usecase. As you see dog can using waypoints patrol 20m before player, or when set waypoint next to player he can run close to player.
also will be very useful that this class
For me are steps to reproduce very simple. Opening any anim workspace now cause that grid is not moving. As you see in my posted video in merget ticket. Grid movement worked fine in January as is visible on second video in merged ticket. For me also not working that Mov button. When looked to settings, there are nothing which i can setup. Maybe some hidden value in some config, idk. Its very uncomfortable check if animation works correct now (entity movement).
Jun 24 2022
can be closed, looks like its duplicate of T166082
yes please, from contructor make call Init method (where will be layout definitons and paths) which can be easy overriden by mods
legend :)
Example of anim editor how it worked in January this year:
Jun 23 2022
As workaround you can create Preview object which use wolf or infected p3d and will be HouseNoDestruct. I am using this way in my dog mod. Ofc will be not animated, only default pose, but something is better than nothing.
I already figured that.
Another cosmetic thing - in the past there was one single line with mod name before group of his keybinds. Will be good restore that feature too.
Jun 18 2022
Tried create similar scripted command and handler for Infected (ZombieBase) and it works without crash. Looks like only animals are broken.
Just FYI - similar way I am doing scripted commands on player and it works. All is based on swim sample at github: https://github.com/BohemiaInteractive/DayZ-Samples/tree/master/Test_ScriptCmdSwim
Jun 17 2022
Jun 16 2022
When tried debugging, I saw it crashes somewhere between PrePhysUpdate which I see is called and PostPhysUpdate, so assuming it crashes when animal is simulated.
Jun 15 2022
How you calling scripted command in command handler? I have issue with animals in this ticket: https://feedback.bistudio.com/T165943 maybe you can help me figure it out.
Jun 11 2022
May 17 2022
this can be closed, those messages was improved more than year ago
Another useful thing will be implement similar method for setting waypoints like class BehaviourGroupInfectedPack : AIGroupBehaviour, I am trying use that, but its useless for Predators. It will break his behaviour.
Apr 7 2022
It not probably best way, but its at least quick workaround which returns needed functionality.
Its needed mod PlayerBase.
I already found howto fix. Can be closed.
Will that works also for AI config when edit AI groups ?
this way?
Can you put here at least example howto use that operator in config.cpp ? I think lot of modders are tired by reverse engineering and missing documentation.
Mar 11 2022
unfortunately not helps :/
Mar 4 2022
I think its related or duplicate of https://feedback.bistudio.com/T160243
Feb 20 2022
This bug appear again when you added posibility to take dead hen body to hands. Sometimes no action visible. Vanilla server.
Feb 18 2022
In attached video you can see that attaching to vehicle break hand inventory and attaching to train(housenodestruct) is fine
Looks like you found it. Problem not occur when player linked to localspace for example house, but only when linked to vehicle.
I will try make minimum setup and let you know. But its very strange that it worked for months and now stopped working. Something with inventory was touched by devs probably. I saw also some 1.16 inventory fix mod from Spurgle in workshop.
Feb 16 2022
Oh, many thanks for yours hint, now I am able detect MCK, I did that change in my config.cpp
Thanks for hint, I will try modify my config according yours example
Ahaa you looking in your mod for specific folders from others mods too
and that detection using #ifdef just stopped working again in 1.16
sorry but you probably not understand how it works - that #define is defined in Much Car Key mod and I am only detecting using this preprocesor variable if mod is present or not in my mod
no #define MuChCarKey is in Much Car Key mod, this way my mod detecting if much car key mod is present or not