Can confirm, except for an issue with getting out of seats and sometimes players teleport to 0,0 (mod issue) it works fine.
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May 25 2020
May 24 2020
Its fine someone use and read source code of my RoadTrip mod :P
Very important fix for modding community !
That sedan inherits from the script class itembase using a simulation of inventoryitem and at one point I also gave it a mass value of 10. Works fine for me in 107
You should know that EnPhysics for ItemBase does not work right now (they wrote somewhere that they will fix it in 1.8), but it only works for the transport and player, maybe even for zombies and animals, but this has not been verified.
Both work fine for me.
May 23 2020
dBodySetMass works fine. the mass changed when creating an object with a dBodySetMass(100), and this changed, with a small mass, the object quickly rolls over an uneven surface, etc.
dBodyGetMass also returns the desired result.
Can you please try to call objectinstance.Update() on each frame while it is rotating and see if that fixes something for you?
dBodySetMass is not working, there's nothing wrong with dBodyApplyForce
May 22 2020
May 21 2020
An idea on how this could be solved is just to create and then expose a script method which is called after car inputs have been resolved in engine. This can then be used to override the inputs if a modder desires to do so.
May 20 2020
Some more information to help solve this issue.
May 19 2020
May 18 2020
May 16 2020
This can be closed.
May 15 2020
Use HumanCommandScript instead as a workaround. Works really well.
May 14 2020
May 12 2020
Yes. If you configure weapons with attachments exactly as int cfgSpawnableTypes.xml
For example:
May 11 2020
I have experienced this as well and can confirm that the "hide" animation type does not work as expected.
May 10 2020
May 5 2020
This is amazing news, thank's to everyone that probably worked hard and fast to get this in this fast !
Hello Ficarra1002.
In 1.08 it is going to be possible to do this with the following class:
Apr 30 2020
Apr 29 2020
Ok thx.
Yes @Hunterz Add/RemoveChild does exactly what link-local-space does for Humans.
maybe AddChild/RemoveChild will work same way, idk not yet tested...
Apr 28 2020
This would be realy nice to have!
Hello smitters1501.
This issue is possibly related to the following mod: @BaseBuildingPlus.
The issues with mods have to be fixed by their respective creators.
Regards,
Geez
Apr 27 2020
Apr 26 2020
Apr 21 2020
Apr 20 2020
Can we also use that for Weapons to spawn with attachments ? Or is this only a thing for Events ? Would be great if we would have the configured attachments from cfgspawnabletypes.xml for weapons working with that too
Apr 19 2020
Apr 16 2020
Added a temporary feature into Community Framework, in 4_World use this for now. This should hopefully resolve issues until a proper and crash free solution is implemented.
Thanks for the reply @Geez.
There is also a prototype function:
Hello NiiRoZz.
This is already possible to do so by using GetCEApi().SpawnDE("VehicleOffroadHatchback",pos,0); or GetCEApi().SpawnDE_WIP("VehicleOffroadHatchback",pos,0,CESPAWN_NONE) with flags.
Regards,
Geez
As said in https://feedback.bistudio.com/T149787, went from over 24 crashes a day to one and after 18,5 hours of uptime, this is definitely what causes the crashes on player spawns events.
Apr 15 2020
The current function of the game for registering items IK: DayZPlayerTypeRegisterItems(DayZPlayerType Type) is a global function.