Unfortunately I can also confirm this bug.
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Oct 8 2020
Hi Komer - regarding your Bot work I would really appreciate if you contact me on discord: hlynge#2885
Trying to understand why I am not able to use the DebugMod code to create "bots" on a Server+Client setup.
Please contact me on Discord: hlynge#2885
In T149789#2111318, @Rlyeh wrote:@AWG ... yeah I know... it's not a 100% fix of the CCTObject-Error... but it works for my Server for the most of our Mods we had before 1.09... just before I found the "fix", we droped down to 19 Mods... 2 Vehicle-Mods were left...
and now? We are BACK to about 90% of our Mods/Scriptsfor PsychoDayZ:
did you tried the "PsychoDayZ Vehicle Expansion 1.09 FIXED"-Mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=2231173248&searchtext=psychodayzthere are also some other Mods the fix doesn't work with... like DRUGSPLUS... some crafting-recepts...
there is also a bug that there is no error message, but the server doesn't start...
stop/freez at "Exporting inputs cfg "profiles\Users\Survivor\Server.core.xml"I will still trying to fix the Problem 100%... but for now... it's working more or less :P
Sep 26 2020
In T152125#2111317, @Jacob_Mango wrote:The issue has been fixed internally and the fix will appear in one of the future updates!
@borizz.k There has been no update since this was fixed. Be patient.
@AWG ... yeah I know... it's not a 100% fix of the CCTObject-Error... but it works for my Server for the most of our Mods we had before 1.09... just before I found the "fix", we droped down to 19 Mods... 2 Vehicle-Mods were left...
and now? We are BACK to about 90% of our Mods/Scripts
The issue has been fixed internally and the fix will appear in one of the future updates!
In T152125#2110974, @Geez wrote:In T152125#2110973, @Helkhiana wrote:@Geez
Mind sharing the solution?Clothing has been split up into Clothing and Clothing_Base, Clothing extending Clothing_Base, Clothing class being moddable now.
Sep 25 2020
Thanks for the resolution Geez!
@Helkhiana thank you for sharing this fix!
As i thought. Thanks for the reply. The idea behind this ticket was to actually solve the issues that were put in with the logic in these events. We appreciate the change to clothing nonetheless. I will open a new ticket to keep track of the real issue. Solution is simple really and we can work together on it if needed.
In T152125#2110977, @Helkhiana wrote:has the logic in CanPutInCargo, CanReceiveItemIntoCargo and CanLoadItemIntoCargo for clothing been revised as well?
has the logic in CanPutInCargo, CanReceiveItemIntoCargo and CanLoadItemIntoCargo for clothing been revised as well?
In T152125#2110973, @Helkhiana wrote:@Geez
Mind sharing the solution?
@Geez
Mind sharing the solution?
Hello everyone.
The issue has been fixed internally and the fix will appear in one of the future updates!
Regards,
Geez
Sep 24 2020
Sep 23 2020
@Rlyeh your mod fixed the issue for me for a couple mods, but then when I tried to add back in others (like PsychoDayZ Vehicles), the same error started coming up again. Still, this is progress. Thanks for your help!
In T149789#2110095, @Rlyeh wrote:
Sep 22 2020
it's WORKING NOW!
Sep 21 2020
Hello unknownsoldier.
According to the dump files, its due to the following mod: ZNModPack2.
Sep 20 2020
Same issue exists for me when using "CreateAttachmentEx" with the correct InvetorySlot like for example:
Sep 19 2020
Sep 18 2020
Containers themselves (pouches, medkits, etc) are only a factor when they're attached to something that inherits from ClothingBase, as the CanReceiveItemIntoCargo checks go up the hierarchy to parent objects, so if - for example - a bag has a Protector Case attached to it, the Protector Case will return false because its parent - a clothing item - returns false.
this is affecting clothes only. whether they can take items inside inventory (if in cargo it won't) and if the clothes can be put inside inventory of anything (if it has items inside then you can't put them in another inventory). simplez
You are wrong. Also, like I said, there's no mods making containers nestable to begin with.
Please forward this to the Enfusion team
Nonetheless the "fix" is renabling "bad" modded containers to be nested again, or I`m wrong?
exactly as lava76 said...
These checks are for clothing, not Container_Base. Nesting of containers is very different issue. Even so it shouldn't be so hardly enforced on us.
Some mod objects was allowing someting like this: Container inside container attached to container inside container attched to container ...
Sep 17 2020
//Working version of how to teleport transport now
Sep 16 2020
The Problem is following:
new Mod Try:
Sep 15 2020
perhaps my report has been misread? I gave examples for both working and non-working. I have just run this code on the latest DayZ build.
It is simplified more. I was testing various things. For this issue we can boil it down to the following:
To be honest I don't understand why your team went to such lengths to check if the parent is man and if that and that.
This is still a problem
Sep 14 2020
Hello Arkensor.
According to the Enf team this seems to be working as intended.
The example you have provided generates the following for them (This also seems to work in C++ the same way):
In T149789#2105796, @Rlyeh wrote:I had the same Problem...
but meanwhile, I wrote a own Fix-Mod
which is fixing both "Can't find variable 'DEFAULT'"https://steamcommunity.com/sharedfiles/filedetails/?id=2226713625
@Rlyeh that link doesnt work for me, could you please share how you fixed the CCTObject.c DEFAULT error? Thank you for the response!
Sep 13 2020
Also I'm not able to activate NVG on the helmet that I made either.
Nothing you nor Bohemia can fix. This is an issue with sub-par created/packed mods.
I have the same problem, since i buy the game i cant play any match, i really want to play and i dont know what to do, i need help :c
Sep 12 2020
I had the same Problem...
but meanwhile, I wrote a own Fix-Mod
which is fixing both "Can't find variable 'DEFAULT'"
Sep 11 2020
In T153447#2105092, @Arkensor wrote:@Geez just in case you overlooked this one :)
And how big is the Radius of the Flag? Its 60m ? in all directions? So as a ball or a cylinder?
What exactly does or do the parameters mean?
Hello Pimpi.
It is possible to speed up parameters in globals.xml the way it is not going to be usable any more.
@Geez just in case you overlooked this one :)
@Geez I bring this to your attention as it's been now quite a while and nothing happened.
@ArmorModTest
(2221278327)
Sep 10 2020
Sep 9 2020
After 1.09 update, a new error similar to this one is breaking a lot of mods.
Sep 8 2020
Sep 5 2020
for more context, the intention is to be able to create a survivor on the client-side for using in the PlayerPreviewWidget that I can adjust textures or items on, without affecting the actual player itself.
Sep 4 2020
Sep 3 2020
Aug 31 2020
@Geez please close this ticket :)
Aug 30 2020
Aug 28 2020
Jacob_Mango, I tried many many things but still can't figure out how this system works.
I don't have the “null” problem any more (the group is created with a BehaviourGroupInfectedPack) but I think my zombies are still not link to the group behavior because they continue to move randomly.
I looked at SG and Expansion code and tried to adapt config.cpp files (in \IA\, \data\aiconfigs\ and \Characters\) to link group behaviours to zombies but didn't succeed.