I had some hard hours trying to figure out the Issue causing this Problem. It's happening when you want to use the PlainId (maybe other values too) of the Player and not save the PlainId in a variable first ! I fixed I by always using string steamid = player.GetIdentity().GetPlainId(); and then compare those values ! I did not test if this is enough, but what should be enough is this code:
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Sep 18 2019
Sep 17 2019
+1
Sep 16 2019
Sep 15 2019
Line that causes the issue is
pls fix :)
pls fix :)
pls fix :)
pls fix :)
pls fix :)
Sep 14 2019
@Geez
Anything on this topic?
Why you would register variable on server but on client, for sure this will make clients bleeding or anything related, a net sync variable should be client side and server side. If you are doing it only server side this will make a shift in bitstream and fucked up every other system using netsyncvar on the client.
NiioZz
If i use init() result the same
If i register and sync network variables on server and not register this variables on clients, clients bleeding
Sep 13 2019
In expansion we have multiple of registernetsync and never experienced this issue.
Dear Geez
void Init() has to be called in class constructor in order to initialize and register other synced variables. This is likely the reason for the broken bleeding and other issues besides.
Safest way to achieve this would be:
void PlayerBase()
{
Init(); RegisterNetSyncVariableBool("m_isAdmin");
}
This would ensure the new variable is registered after the original ones are, and avoid possible mismatch in variable indexing. Alternatively, you can just modify the void Init() function and add the synced variable at the end of the list there. Either approach should work
This is a constructor and cannot be override.
Attempting to call super.PlayerBase() cause an error
-ignoreMod is not a planned feature IIRC so this will never be a problem.
Sep 12 2019
Sep 11 2019
Sep 10 2019
Sep 9 2019
Thank you for the response ... but I'm still unsure of the values returned by GetWind() as further testing shows inconsistent wind vectors based on smoke in the game.
+1
Hello digiacomtech.
Sep 8 2019
https://feedback.bistudio.com/T144430 check this ticket been assigned
This a compiler error...
wry-hands programmers from bohemia broke the compiler ))))))))))))
@Jacob_Mango Thank you, friend.
"One of which was spawning the player in the ocean and godmoding him then providing his gear, and spawn position, and toggling god mod off. "
+1
please, someone at bistudio, for the love of everything that is good, can you add information about what MOD is failing to compile ??
+1337
Sep 7 2019
+1
please we need spawn selection on our servers
+1
+1
+1
+1
Sep 6 2019
I've also received a bunch of bug reports for this, as well as the following:
AddChild == attachTo
Sep 5 2019
Please fix it
GetGame().ChatPlayer("message") (global message to all players connected to server) not works too (((
Hello borizz.k
It appears that no messages are intercepted, not just the admin ones. We will look into the issue internally and will let you know once there is more information available.
Regards,
Geez
Sep 4 2019
Thank you for the fast response and sorry if I did something wrong ... didn't realize that I could subscribe anyone to this ticket by creating a post to @ Geez .
Hello digiacomtech.
The weather and environment corresponds correctly to the wind direction and speed. The issue is only with the clouds moving in an incorrect direction. We are aware of this issue and it is scheduled for a fix.
Regards,
Geez
Please someone at BI disallow the ability to subscribe groups to tickets.
please do not subscribe other people to tickets by force. You sent notifications to all people that are on the feedback tracker and in any of the DayZ X groups.
@Geez ... Any chance you can take a look at this?