This has also plagued one of my up coming mods as well.. this feature works on ANY other base class EXCEPT anything inherited from Car. Can this be a script inheritance issue? In my mod, when you attach the base item to the car in ANY slot.. its attachments are not visible, however oyu can still target and interact with said attachments....
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Nov 14 2020
I would not expect something to happen quickly in this regard.
Is there ANY progress on this issue.. mods are becoming more and more conflicting with each other for this VERY reason...
Nov 9 2020
Nov 8 2020
Hi Gamertag SgtMajorTrip I can't Access offical server DE 5635 First person only server do you know why or can you help an fix it Xbox
I tested with multiples models
Nov 7 2020
In T151736#2125225, @komer wrote:functions partially worked up to version 1.8, and in version 1.8 they completely broke functions.
although in patch 1.8 they wrote that they fixed it, Expansion also had a theme, but they idiots did not see that the functions did not work, and so on.
idiots wrote the countdown, but could not check the functions.in patch 1.8 it was written that it was fixed
Added: Ability to set aimChange for non-player entities
Fixed: Spawning projectiles fired by non-player entities https://feedback.bistudio.com/T149517but in fact that nifiga does not work, I will even say more, it has become even more inoperative.
In addition to this report, I wrote in the off-forum, as well as in the personal messages of ImpulZ and Sumrak, as a result, everyone ignored me.
and keep in mind that the game is for Ukraine, the game costs a lot of money compared to other countriesfor a whole year they cannot fix 2 small functions, I am not saying that they do not add anything to modding at all,
promised a major patch in 1.10, but in fact it turned out to be a dummy
functions partially worked up to version 1.8, and in version 1.8 they completely broke functions.
although in patch 1.8 they wrote that they fixed it, Expansion also had a theme, but they idiots did not see that the functions did not work, and so on.
idiots wrote the countdown, but could not check the functions.
if you just need to change stance watch this
/*
STANCEIDX_ERECT,
STANCEIDX_CROUCH,
STANCEIDX_PRONE,
STANCEIDX_RAISEDERECT,
STANCEIDX_RAISEDCROUCH,
STANCEIDX_RAISEDPRONE
*/
//code
HumanCommandMove command = m_botPlayer.GetCommand_Move();
if(command)command.ForceStance(DayZPlayer.STANCEIDX_RAISEDERECT);
Nov 6 2020
In T151736#2113254, @komer wrote:Geez, I would like to clarify, should we expect a fix for this issue in version 1.10?
@Geez
Any news when this update will be pushed?
It's still an issue
Nov 5 2020
Please update wiki, there is also need add overview entry into config.cpp of mod, then will start this feature. Also regarding localization there are need update of wiki. Use strings like $STR_yourmodname_overview and add it to stringtable.csv. Then everything started working.
Nov 4 2020
New patch 1.10 has added the ability to read from the globlas.xml, you could make use of that.
The problem with the server.cfg is that it contains sensitive data that malicious mods could access. Such as Rcon access and admin password.
In T149789#2117378, @Geez wrote:Hello everyone.
The issue with Can't find variable 'DEFAULT' has been fixed internally and will be fixed on Steam in one of the upcoming updates.
Regards,
Geez
Nov 3 2020
Hello Wiiing.
If this is related to a specific mod and the vanilla game works without any issues, then the issue has to be sorted out by the mod creator.
Regards,
Geez
Nov 2 2020
Oct 29 2020
Hello everyone.
The EnableBroadcast/EnableReceive has been implemented and will appear in the next experimental patch.
Regards,
Geez
Oct 27 2020
Doesn't work @komer for anything but gear changing. Even when following the instructions provided from a duplicate feedback tracker link
Oct 26 2020
modded class DayZPlayerImplement
{
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
{
Print("this "+this+" m_fHeadingAngle " +pModel.m_fHeadingAngle); approximate values for comparison -0 or 1.44 or -1.33 or 4.15
Print("this "+this+" GetHeadingAngle " +GetInputController().GetHeadingAngle()); approximate values for comparison 0 or -1.44 or 1.33 or -4.15
// all of the above functions can return the result above the value of Math.PI, that is, 3.14
return super.HeadingModel(pDt,pModel);
}
}
@Jacob_Mango, it's complete garbage, and most if not all modders haven't used it and continued to use the buggy shit we have had for years. I don't feel like anyone wishes to have a completely new system, just fix the serializer, or find a new one.
looked here?
dta\scripts\3_Game\Vehicles\Car.c
class CarController
They probably are intending you to use the new JSONApi from now on.
Oct 25 2020
@Geez, this has been an issue for years and also the same with json file size limits. Please give us an update as we have already went through this process of marking it assigned and waited years. Please and thank you, friend.
Oct 24 2020
This looks related to https://feedback.bistudio.com/T142843
Oct 23 2020
You would write that these functions still do not work. it looks like the topic has been created but you are not tracking
here is the news of patch 1.08
Added: Ability to set aimChange for non-player entities
Fixed: Spawning projectiles fired by non-player entities https://feedback.bistudio.com/T149517
Oct 22 2020
Oct 21 2020
Doing this will save hassle with backwards compatibility in the future @Hunterz as the devs add more classes slowly
Hello everyone.
The issue with Can't find variable 'DEFAULT' has been fixed internally and will be fixed on Steam in one of the upcoming updates.
Regards,
Geez
I think not good idea change some already defined behavior. When I talked with Sumrak, they told me that BI want maintain backward compatibility.
Definitely an issue, maybe even bigger issue into the future. I agree.
Its not really an issue of modders being lazy.
we as creators need a base format we can all build off of.
having 20 diff mods, with the same class define would be ridiculous to have 20 diff #defines and #ifDefs just for one class object. you cant ask modders to do this.
i understand creating a scripted class would be alot, but its WAY less than the compile limit of 2158 or whatever its. it could just be all the standard already defined plus all the buildings. House and HouseNoDestruct. in one fail swoop, ALL modders with defined class objects would just need to switch to 'modded class' and its done.
Oct 19 2020
This is indeed an issue since most modders are too lazy to think about cross-compatibility. I am not sure what the best solution would be.
Having all Cfg entries as script classes might not work out well in terms of startup time and performance. There are quit a lot of them.
In T152514#2116655, @MysThogann wrote:Would you help me? I am in the same situation, I can not enter even a server, official or not, for the same problem, I downloaded genere 3 times and nothing
This is definitely becoming a big issue :Z
In T149789#2112717, @zysen wrote:Hello All.
There appears to be a limit of 2140 defined classes in the modding interface.Using the following script and nodejs i generate a c file with 2140 empty classes.
If i build a mod with this inside and run the server with no other mods i get the dreaded "scripts/4_World/classes\useractionscomponent\actiontargets.c(726): Can't find variable 'DEFAULT'"
If i remove a single class, it works just fine.const MAX_CLASSES = 2140; const fs = require('fs'); fs.writeFileSync("output.c", ""); for(let i=1;i<=MAX_CLASSES;i++){ fs.appendFileSync("output.c", "class some"+i+"class {}\n"); }
Would you help me? I am in the same situation, I can not enter even a server, official or not, for the same problem, I downloaded genere 3 times and nothing
Be carefull, look at the end of this post : https://feedback.bistudio.com/T149789
Too many classes seems to lead to 'DEFAULT' error.
Oct 18 2020
Oct 15 2020
Hello everyone.
This issue has been resolved internally and will be resolved on Steam in one of the future updates.
Regards,
Geez
Oct 14 2020
Can someone clarify this for me. FlagRefreshMaxDuration is the time the flag takes to lower before items starts lifetime decay.
FlagRefreshFrequency and this is what exactly. The time gets added to the above to a max of ?
Oct 13 2020
That's interesting, and does this 320 km/h limit affect Expansion planes and helicopters as well? Hopefully this is a temporary measure until the underlying issue is fixed.
Probably a workaround fix against this issue https://feedback.bistudio.com/T150534
Oct 12 2020
Hello TheEmperorFox and thank you for the report.
This is going to be fixed in the next big update.
Regards,
Geez
Oct 10 2020
Oct 9 2020
Oct 8 2020
No error, because the variable can exist in the global namespace, in the class as a field and inside a function both as a parameter and as a variable declared in the body.
That is alright in other languages as well. (C#)
Geez, I would like to clarify, should we expect a fix for this issue in version 1.10?
hlynge,This debug is designed to work offline on the client, it is not supported on the server side, to run on the server side you need to change the code for the server and add the missing code, but it doesn't matter, the problem is like on the client.
@Geez how many more valid bug reports until I unlock the golden feedback tracker?
In T149789#2112717, @zysen wrote:Hello All.
There appears to be a limit of 2140 defined classes in the modding interface.Using the following script and nodejs i generate a c file with 2140 empty classes.
If i build a mod with this inside and run the server with no other mods i get the dreaded "scripts/4_World/classes\useractionscomponent\actiontargets.c(726): Can't find variable 'DEFAULT'"
If i remove a single class, it works just fine.const MAX_CLASSES = 2140; const fs = require('fs'); fs.writeFileSync("output.c", ""); for(let i=1;i<=MAX_CLASSES;i++){ fs.appendFileSync("output.c", "class some"+i+"class {}\n"); }
interesting
double variable declaration
in class and in function
and no error?
@Arkensor each template is a new class.
Hello All.
There appears to be a limit of 2140 defined classes in the modding interface.
Can they be implemented please? @Geez
I disagree. This needs no "fix" and the limit is way above anything reasonable all modders combined could ever create.
Thank you for the report GrosTon1.
This is an issue we are aware of as EnableBroadcast/EnableReceive is currently not implemented.
Regards,
Geez