Hi Geez,
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Sep 10 2021
Sep 9 2021
Sep 8 2021
This problem persists on 1.14
Any news on that?
Sep 7 2021
Well, Expansion-Vehicles and Expansion-Market are going to be getting an increase in the number of scripts soon, sorry about that. There will be an active effort to reduce the number of scripts in the future though once we know what needs to be reduced.
Sep 6 2021
Sep 5 2021
@Geez With recent updates/improvements to several mods like Expansion, eAI, BaseBuildingPlus, FarmingPlus, etc, a few very in-demand mods appear to fill up the current hard limit very quickly. Is this something that can be increased, or is there a way that mod authors can improve their scripts to reduce the overall footprint when several mods are combined?
Sep 4 2021
Sep 3 2021
💖 1.14 💖 Thank you @Geez and the DayZ dev team! 💖
Sep 1 2021
Aug 31 2021
Hello blacklotus923.
It appears that the crashing occurs due to the hard limit of the script.
There is a limit on how much can the script contain, if you have too many mods or too many large mods, this will happen. The way to resolve is to run less mods or less larger mods.
Regards,
Geez
Aug 30 2021
Aug 27 2021
Aug 24 2021
modded class Clothing { override bool CanDisplayCargo() { return false; } }
In T151046#2146091, @Geez wrote:Hello LBmaster.
Can you please check the vanilla scripts? As we are using this for barrels, stashes or vehicles.
Regards,
Geez
Aug 23 2021
You should have MOD A and MOD B work separately.
Then when someone wants to use MOD A and MOD B, they should be using a different version which is compatible or a optional add-on version.
In T160337#2227196, @Geez wrote:Hello ajdrigs.
The crash dumps point towards one of the mods running on the server, unfortunately we cannot pinpoint which mod is causing this. We suggest that you try to connect to a different server with similar mod list to see if the issue persists as well.
You can also try to verify the game data through steam. However, if the problem is in the mod itself, then there is nothing we can do as the mod creators have to fix the issues in their mods on their end.
Regards,
Geez
Hello ajdrigs.
The crash dumps point towards one of the mods running on the server, unfortunately we cannot pinpoint which mod is causing this. We suggest that you try to connect to a different server with similar mod list to see if the issue persists as well.
You can also try to verify the game data through steam. However, if the problem is in the mod itself, then there is nothing we can do as the mod creators have to fix the issues in their mods on their end.
Regards,
Geez
Aug 22 2021
Aug 21 2021
Please?
Aug 19 2021
Aug 18 2021
Alternative solution, which is incorrect and a workaround, is to lock inventory from script on child items, which is unnecessary.
Merged into duplicate ticket above. Can close this feedback as duplicate.
Clothing attached to 'CoatRack' still show the cargo when attached.
Can be merged with https://feedback.bistudio.com/T151046
Aug 16 2021
Aug 14 2021
YES PLEASE!!!
Aug 11 2021
Aug 9 2021
Workaround
Use BuilderStatics mod and GetGame().GetObjectsAtPosition() function
Aug 8 2021
Aug 5 2021
Aug 2 2021
Thanks @Jacob_Mango for the helpful tip!
Use "c".Hash() where "c" is any input string of length 1
Jul 30 2021
Jul 28 2021
Know this problem from a community server, too.
Jul 26 2021
With every restart / shutdown of the server there is an entry in the Windows event log
Jul 25 2021
Jul 22 2021
Jul 19 2021
Hi Geez
I make pbo for you tomorrow
In DayZ Community Discord I found help and information:
https://discord.com/channels/452035973786632194/492295561672654858/866074967498424330
Hello borizz.k.
Can you please send us the pbo files so we can check if the load order is correctly defined?
Regards,
Geez
You may want to link this mods via RequiredAddons in config.cpp, so one mod will require another to load first. We had same troubles and those steps did help.
Jul 18 2021
Jul 16 2021
Jul 15 2021
Hmm looks like it works this way only on my local server :/
Experimenting today and looks like required addons acts as soft depedency, when requied addon is not present server start without complains. When wants see defines from other mod, must add it to required addons and the are these defines recognized in my mod.
I have also found the same issue happens with the Iodine Tincture
Jul 14 2021
I am test on 1.12 version this with:
- Client-server mod breachingcharge with block define
- Only server mod with my code and if def
If i am don't add a 'requiredaddon' #ifdef is not worked, but with added 'requiredaddon' as 'breachingcharge' it is worked ;)
Native c++ side function GatGame() returns NULL....
For example from yesterday updated of MuchCarKey I cannot detect this mod in my Carcover. But Helkiana using in his mod same method, just create common folder, which is every time loaded. Before yesterday update of his mod all working smooth.
Hello Lad.
This possibly occurs due to having old files being present in the directory. Extracting 1.13 to a new directory should resolve this.
Regards,
Geez