Unfortunately there are no plans in near future to add such feature.
Regards,
Geez
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Sep 12 2024
Sep 9 2024
It's a request for a function to be able to use them in a programming sense so it's possible to have a more dynamically programmed loot system across multiple maps, instead of having to set up individual mission files for every map in existence.
Hello TrueDolphin.
Users are already able to check the CE flags of a location by using the Diag Menu present in diag DayZ. This is done by opening the menu with WINDOWS + ALT then navigate to Game -> Central Economy -> Loot Spawn Edit and set Setup Vis = true and Spawn Volume Vis = Adaptive. Now, when flying around and examining any location with loot, the CE Flags are displayed in the Usage Flags and Value Flags text fields.
Sep 7 2024
We will not be able to assist you with this as it is not a problem with the game. Whatever JSON is attempted to be loaded is invalid.
Overriding the following in your scripts should remove the need for a DRM, sadly the json error may still appear:
#ifdef Callatic_Vehicles_Armoured_Pack_Scripts modded class ArmouredPackModule: CF_ModuleGame { override bool obfm_CheckServer(string obfv_ip, int obfv_serverPort) { return true; }
To Whom It May Concern,
You're asking for help from the company that you're breaking the EULA with on fixing your DRM implementation?
Checking IP: 5.252.101.152 Port: 2502
How do you expect help when you post logs of obfuscated stuff?
Recently we have been having some issues with a specific host (Vykix) and some code we have developed, we have .JSON files that hold one alone license code which checks against a json on a webserver.
This is a example IP given that's all, this isnt just blaming you but I am actually trying to rule out the issue to resolve it more then anything as it wouldnt make any sense that over on my dedicated machine, a OVH dedicated machine, and multiple other machines at different centers and locations were working fine so this is just to RULE out. No target at all directed but I still had to explain where the issue lies and how it could be reproduced and how it was reproduced is when using your hosting enviroment.
I would like to address the following:
Are you sure it's Vykix specific? Cause that IP comes back as an entirely different company in germany called "Mo's Operations GmbH". As far as I know, Vykix is Spain or Portugal
Sep 6 2024
Sep 3 2024
I can confirm this is an issue for us as well, we would love to see a prompt resolution. These delays are detrimental to our users' experience on websites that rely on data sent from DayZ Rest APIs.
it's in the same class. Why would I use protected there. If the TestMethod was private and I get an error, that would make sense, but not here. ThePrivateMethod is private and I call it from the same class @Traqu
Shouldn't you use protected instead?
answering to the first issue but just saw your new comment
Sep 2 2024
@Geez This has been open for a year now and it seems the first bug at least got fixed, but still using private is very impractical at the moment (see the second post), especially because using getters and setters adds additional cost, because invoking a method is rather slow in DayZ and there are zero optimizations done when compiling the code
Sep 1 2024
Aug 30 2024
I just ran into a very weird bug which makes no sense to me and seems like a compiler bug hidden somewhere in the deep, which might even be the cause for some server crashes.
When I put this in 3_Game:
class LBConfigBase2 : Managed {
I haven't had it crash when working with edds files, but I've never successfully ever gotten it to work either.
Aug 29 2024
Aug 27 2024
Hello d146ales.
This should be possible but we would suggest reaching out to modding discord for the details. Also we are not certain if this can cause conflicts with other animation mods so please keep that in mind.
Regards,
Geez
Aug 26 2024
Aug 23 2024
Seems like it doesn't help, still have random player data issue
Aug 22 2024
Aug 21 2024
Have you found a fix?
Aug 20 2024
Aug 19 2024
Aug 18 2024
Problem was found.
Aug 16 2024
Aug 14 2024
Aug 13 2024
I forgot to mention that the cylinder for the magnum is also not re-texturable, the rest of the gun does work.
Aug 12 2024
In T182498#2647909, @Geez wrote:In T182498#2647621, @intenso2891 wrote:@
In T182498#2638413, @Geez wrote:We would also suggest to not rename the server executable
https://feedback.bistudio.com/T182498
can you please check and help me? pleaseCurrently this is awaiting a check from the devs, however, due to the current priorities it might take more time as the devs need to focus on the prioritised issues.
Aug 9 2024
Aug 8 2024
Find the same problem in DayZ 1.25.158396, getting the same problem with the rvmat for Pressvest, I can assign and load each "damage" state as the first state, but it do not change if it take damage.
update info:
Aug 7 2024
Aug 6 2024
Aug 5 2024
the game crashes and says the file needs to be reinstalled.
In T183081#2647919, @Geez wrote:Unfortunately no information I could provide in regards to that.
Unfortunately no information I could provide in regards to that.
In T182498#2647621, @intenso2891 wrote:@
In T182498#2638413, @Geez wrote:We would also suggest to not rename the server executable
https://feedback.bistudio.com/T182498
can you please check and help me? please
@Geez
Hi!
Are you planning to fix this in the next update?
Aug 4 2024
Update: I found the issue and I found the solution. All is good now
@Geez
Hello
It seems the problem has not been fixed, I used
In T182498#2638413, @Geez wrote:We would also suggest to not rename the server executable
In T182498#2638929, @Geez wrote:We do not believe the fact .mdmp was not created was caused by the exe being renamed. However it makes it much harder for the devs to analyse the issue if the executable is renamed.
any hope on this?
Aug 3 2024
another navmesh issue is this bridge
another navmesh problem is this bridge
Aug 2 2024
Aug 1 2024
Jul 31 2024
Are there any ways to solve the problem?
Jul 29 2024
Maybe it's the if (handle == 0) check that makes it fail? Could a valid (non-NULL) FindFileHandle be implicitly cast to a zero int by this comparison, thus making it fail?
The way I understood FindFileFlags is that it tells FindFile where to find files, not what type of thing (i.e. directory/file) it should find. I'm basing this off the code comments in ensystem.c, so not sure if those are correct w/ regards to intent (it also mentions .pak files which are not a thing in DayZ, probably a leftover from Arma. I haven't checked if FindFileMode.ARCHIVES does attempt to find files in PBOs).
Jul 28 2024
I think this should be fixed in 1.26 too.
I actually never saw this issue during any of my testing so its a bit confusing.
Jul 27 2024
When will bohemia realize that the dayz game lives only thanks to modding and modders and will stop breaking what the dayz community is building....
Jul 26 2024
Jul 25 2024
any hope fix that ugly hardcooded thing ?
Jul 24 2024
Given that things like this can take quite some time to fix I wanted to provide a simple workaround for anyone else that happens to run into the issue and across this report.
The caveat is that this method highlights three more bugs that I've run into but they're minor compared to a high chance of a crash.
Jul 23 2024
Did it make 7 frames instead of 2?
Because as you saw in my screenshot it makes only 2 frames instead of 7
Hello sysrover.
We have checked but it does not appear there is any issue on our end.
Regards,
Geez
Jul 22 2024
duplicate of https://feedback.bistudio.com/T167572