I've noticed that my improvised bolts from pre-latest patch were loading in just fine. The ones that I've crafted in the latest patch, and used right away, always lose feathers. However, I've logged back in with the bolts I've crafted the day before in the latest patch and they were working correctly...
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May 16 2023
May 15 2023
I also observe the same problem when I unload a crossbow: a feathered bolt turns into the simplest one. In addition, the bolted fletching disappears when you shoot a zombie with a fletched bolt and pick it up: I also get a simple improvised one.
not sure if this is enough, but its all i have.
Plz keep it
Thank you, confirmed and scheduled for a fix!
No mods needed, it's enough to spawn one of the SurvivorM_* or SurvivorF_* characters (e.g. using CreateObject) and give them a full set of clothing (head/shirt/pants/boots/backpack/belt) via GetInventory().CreateInInventory(), there should be at least one of the clothing items that will not render in unless you get closer. I think players may also be affected as long as they don't move but have no way to confirm this currently.
In T172302#2444094, @BookerTSMG wrote:I note that this is marked as closed/resolved. Does this mean you won't inform me of the outcome of your investigation?
Hello Qu33n13.
Do you get this only when connecting to a specfic server?
Hello GreenyBeeny.
Please try the following:
Verify the game data through Steam and delete the configuration files when prompted to do so (make sure Steam cloud sync is disabled for DayZ before doing this) - you can also delete the config files manually by clearing the C:\Users\*username*\Documents\DayZ folder
Thank you, we will investigate with BattlEye.
Thank you, we will investigate with BattlEye.
Hello lava76.
Which mods use these npcs/produce these?
Hello Jayden.
Since this is related to the mod, there is nothing we can do on our end.
Hello HollowKyo.
Considering the map you mention is not an official map, we suppose this is on a community server. We do not have any control over community severs. You will have to contact the server admin.
We would also suggest to try to restart the game.
@Mortan, are you also writing the 5 variables in the correct sequence in OnStoreSave?
override string ProjectionBasedOnParent() { ItemBase item_in_hands = ItemBase.Cast(m_Player.GetHumanInventory().GetEntityInHands()); if (item_in_hands.IsInherited(rag_beehive_kit)) return "rag_beehive";
May 14 2023
@Geez bumping, this is still important. You can take pretty much any game with leaning mechanics as an example/inspiration (random one off the top of my head: PUBG).
yeah, keep it.
I note that this is marked as closed/resolved. Does this mean you won't inform me of the outcome of your investigation?
Have better idea: move an actual camouflage also in this new slot
May 13 2023
He just told you, official characters carry the same character. This isnt community. If you want the new loadout, your character needs to die.
+1 for keeping the change.
Pro change. My mod's affected by this, but i don't mind adapting. What would help me would be some way to activate/deactivate certain configs by version so I can transition my mods more smoothly on patchday.
almost 2 years now (-:
No revert pls, embrace change.
+1 For not reverting the change. This is a really welcoming change and also easy to "fix" for Modders.
Moving forward BI shouldn't be worried about mods losing compatibility. That's on the mod makers go keep their mods updated.
Should go one step further and change the script log "FIX-ME" warning to an error. It's been months, and mod makers have had plenty of warning.
May 12 2023
Best answer is to just override Inventory Slots in their ColorBase classes so you don't have ANY issue, deleting them was unneccessary. That way we get this great change, and no mods break.
Thanx Geez, but surely, as I stated, when you change to a server you haven't selected previously, for your unplayed survivor, it should load you in as a new spawn?
I've had no issues with my retextured NBC gear. Like OfficialWardog said so long as we define our own inventory slots, which we did and it continues to work hassle-free. Not sure if this has caused wider issues but based on
Here to also say that the change was needed; having a better hierarchy can only be good for future changes and even modding. Current mods can fix the issue in a couple of minutes.
This change shouldn't be reverted, the claim it breaks 99% of the clothing mods on the workshop is preposterous, as mods that add their own clothing already define their own inventory slots. Keep this change for 1.21, as this is something I've been wanting done since 1.0. Mods that are affected are mods that redefine existing types and overwrite things like cargo size and defined repair kits.
Date: 5/12/2023
Time hacker unconned me me: 15:10 CET
I, also, appreciate this config change as an improvement. When I noticed it about a week ago, I went ahead and updated my clothing configs to work with the new inheritance.
Is there still an option to keep the change? @Geez
Thank you.
We will investigate with BattlEye.
Those guys can repair their mods by autoreplace in most cases
Hello Serf_Ivor.
This works as intended.
The new mission server always spawns you with a loadout.
As for experimental servers in general, the servers share the same character. Selecting a new character in menu will not wipe the character you currently have.
yeah there is alot of objects the bolts shouldn't be shot through