Can't you program something like equalmodsrequired? So we want to run administrative mods on our servers, (because not evenyou programed the server with a useful administrative tool where we can teleport, delete items and spawn item, since we administrators are always working out this kind of BUG on dayz) and not we can run administrative tools on our server because the client also has to need the administrative mod installed. This is ridiculous, where's your logic?
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Jul 23 2019
Jul 20 2019
The actual joint working in action
Jul 19 2019
Jul 18 2019
Jul 17 2019
Doesn't work when called on Remote Entities for the Client
Jul 16 2019
Jul 15 2019
Jul 13 2019
@rVn You can close this. Turns out a new flag: allowOwnedCargoManipulation=1; was added to containers, I didnt have that flag on mine. Adding it fixed it.
Jul 12 2019
Jul 10 2019
Jul 8 2019
That should be possible, although probably would not end up being high on the priority list.
Could we instead then get a new class that can be modded and used that inherits from DayZPlayerInventory similar to how DayZGame class exists for the CGame class?
Fixed in 1.05
Also a native class, do note that the class doesn't need to have linked native functions in order to be one so the 'cannot be modded' error is the only indication that is the case
Jul 7 2019
I would like to open this ticket back up because there is a specific class that can't be modded but should be which is DayZPlayerInventory.
Jul 6 2019
NB : The system is kind of doable right now with the mute methods, but would cost ton of FPS as it would need to update every second, mute everyone then unmute players in range
Jul 5 2019
Jul 3 2019
Reintroduced function StoreLoginData() in 1.05, should be similar to the way it worked before the login changes
solved. I had a custom spawn location setup based on GUID, that was causing the issue apparently.
Jul 2 2019
The random spawning b/c you switched servers is great for server hoppers looking for loot...... Loot up a town and don't want to run to another one, just change servers and you will teleport to a new town to loot without having to make the run.....
Unfortunately modded keyword cannot be used along with native classes so we cannot give them the ability to do so.
Jul 1 2019
Mod version mismatch, make sure the server and client have the same mod version, also make sure server folder Keys has current .bikey's
If it happens on vanilla too, you are loading some excess pbos, delete client addons and dta folder, verify integrity through steam
verifySignatures were not really verifying the mods before except some basic key checks and equalModRequired is technically deprecated since arma 2, it was a band aid on an existing problem. Even when you combined the two, it had plenty of security and functionality issues.
Jun 29 2019
Interesting yeah. <br /> with space aka strict xhtml notation works. However, it would still be interesting to know which tags are officially supported instead of guessing and trial and error :)
<br /> worked for me. Check out XHTML documentation, though I'm not sure if all tags are implemented.
Jun 28 2019
I can verify this happening in several locations, floats losing their accuracy.
Unfortunately after discussion about this we came to conclusion that the amount of work required to make it work correctly is beyond something we will be able to invest.
Client cotains PBO which is not a part of server data
it you will find verifySignatures = 2; change it to verifySignatures = 0;
this is a dirt parcial solution
boo
Jun 27 2019
Initial sample batch
https://forums.dayz.com/topic/244980-modding-samples/
Jun 26 2019
Sadly, however, if you could just make ExecuteEnforceScript usable in diag exe, would be very useful
Still not working in 1.04 stable :(
Probably won't have internal one working unless diag exe gets expanded with more debugs options - we are still looking if/how could that be done, but there is a ticket for that already.
Since workbench is fairly usable now, its script console should mostly satisfy your needs.
+1 Yep, it opens up new gameplays. Would really love to have it back!
+1, We need something for this please. A spawn select mod is one of the best thing for modded servers
Hi there,
Jun 25 2019
Fixed in the next exp iteration
Game needs to be ran once to register properly
Jun 24 2019
Tested with DayZ Workbench Version 1.4.0.151959 and its fixed!
Thank you so much for this!
Should be fixed next exp iteration
Thanks, fixed in next exp iteration
Jun 23 2019
Jun 22 2019
having the same issue.
+1
The correct implementation ready for copy paste