sorry but this doesnt convince me. if i drive into a wall with my car, the char would make the same movement.
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Dec 18 2023
Dec 17 2023
If you crash with a car always hear a short crash sound before die, and just lean forward on the steering wheel. Check the video he got a shot into the brain, check the character moving.
Currently, learning the proper way of doing things very difficult without having access to these, so so much can be learned by this being allowed. In general, this would be highly beneficial for the entire modding community, as well as future modders to come into the community. Currently learning all of these already complex things to make mods is already a chore that is further compounded by the fact that it takes a very long time figuring out stuff on your own with the limited information that eliteness gives you. That this would be a very amazing thing to allow and very much appreciated by the community in whole. So hook us up 😊❤️
Dec 16 2023
"The car always stop immediately if you die"
hmm must be a new weird feature i missed then.
i second this.
other high/best insulation clothes should be considered to be moved to higher tier zones and have a lowered spawnrate too.
@Geez any updates, struggling to get good fps, microstutters and what not still got foiliage bug
Dec 15 2023
In T177818#2544757, @Hunterz wrote:I can imagine shitstorm to BI when someone modified some building, player will be glitched in new badly maked room and make report to this bugtracker and waste time of QA people here. For me will be sufficient when all models will have at least hidden selections to allow at least retexture.
In T177818#2544834, @d146ales wrote:A pack of samples for every item in each category would come handy or as @BadLuckBurt said low quality lods. I myself would rather prefer work on the Workbench and AIs, so we can add more diverse and special AI with different/special behaviours
btw dont call this a request from all modders when its just a group of people(dont want to start a drama or something just saying)
A pack of samples for every item in each category would come handy or as @BadLuckBurt said low quality lods. I myself would rather prefer work on the Workbench and AIs, so we can add more diverse and special AI with different/special behaviours
All for this. When it comes to providing a learning opportunity, wouldn't it suffice to release the p3ds with the higher resolution LODs removed? Basically the low quality asset route that the Arma 2 DLCs used to follow
bump
I have now reinstalled windows and DayZ, it´s still the same. How can I move forward with this? I´m starting to get really frustrated becuse I have bougth a game that i can´t play.
Could you open the log? or did it not work? i still have the report and one other saved, if you need any additional information please just let me know so i can provide it!!
The car always stop immediately if you die (on your side) and no bump on the road on that place.
thanks for your reply sileed.
if they use the correct usageflag in the areaflags.map file (which i didnt edit and i dont want to really), why isnt its tag used in the mapgroupproto?
it would be good to seperate loot and assign it to certain areas - well like it is with all other locations in the game. the lunapark only spawns items in the vanilla game, because all items assigned to it use the "village" and "town" usageflag aswell..... . if u want exclusive loot at the lunapark, it just seems not possible (as written in the first post).
this is very confusing.
the carnival areas are all painted with usageflag "lunapark" in the areaflags.map file (along with many other locations painted with other usage flags. Use economy editor and files from BI github https://github.com/BohemiaInteractive/DayZ-Central-Economy/tree/master under CETool to edit your own or just to look at what they did
Imagine any modder not wanting this, and instead actively making excuses for Bohemia's unwillingness to provide it.
I can imagine shitstorm to BI when someone modified some building, player will be glitched in new badly maked room and make report to this bugtracker and waste time of QA people here. For me will be sufficient when all models will have at least hidden selections to allow at least retexture.
yea it seems u hit sth on the road, as the car immidiately stopped with your death. it would drive on a bit if u would got shot.
This was done on Dayz Experimental official server NY 3602
probably hit something on the road, possibly a fireplace without any sticks or logs floating in the air.
Dec 14 2023
You got a headshot from back.
I know ho it works but the anniversary stuff don't have event. All stuff defined in the types.xml, but how knows what is de official value, because the nominal, min and max is zero by default.
In T177818#2544230, @RedFalcon wrote:My thought would be to leave the entire thing as it is now with the general public (vanilla models are binned, you can't republish vanilla models to the Steam Workshop). Then have a path for modders to be 'registered' and have a Modder Portal where they could get access to the unbinned vanilla models and the authority to modify/republish them on the Steam Workshop. This allows modders to continue to use purchased mods (from CGTrader and such) and still abide by the licensing agreement to protect the purchased model assets, yet expand on the models contained with vanilla DayZ.
In T177818#2544568, @Hunterz wrote:I think that is not possible due intelectual property and licenses. Lot of modders already debinarize models for learning purposes. In my opinion its not needed take care about this ticket. There are already lot of assets from arma2 which can be modified and imported into dayz. More important in my opinion is documentation of engine, exposing more useful methods in API and fixing bugs not only game but workbech (crashbench) as well.
I don't think the configs will be public outside of the official event, but if you know how to edit xml some of the stuff is already in the game.
Yeah. I created this last year!!! 1.5 years ago and you guys reply only now ? 😄😄😄
they could license it differently, like if you repack and change models, mod should be open source, and dayz only, idk. roughly something like ADPL-SA.
there's just a bunch of things you can't do without repacking, that's why sumrak did it on namalsk. and it's no small part, of it's greatness.
and since BI not only leaves some objects this way, they even add new items without normal hiddenselections reskins,
anyway we could definitely benefit from it, just need to thinks of something smart about license
Hey Astropos,
I think that is not possible due intelectual property and licenses. Lot of modders already debinarize models for learning purposes. In my opinion its not needed take care about this ticket. There are already lot of assets from arma2 which can be modified and imported into dayz. More important in my opinion is documentation of engine, exposing more useful methods in API and fixing bugs not only game but workbech (crashbench) as well.
In T165620#2544483, @KaMiKaZe6426 wrote:In T165620#2533079, @DanielCeregatti wrote:Tracing the openat() system call using strace during the execution of the server shows that the cfggameplay.json file isn't opened at all:
strace -o /tmp/dayz.log -e openat -f ./DayZServer -config=/profiles/serverDZ.cfg -port=2302 -freezecheck -BEpath=/profiles/battleye -profiles=/profiles -nologs
Let the server start up. Then:
grep json /tmp/dayz.log
The only json file that's opened is a different one:
1353 openat(AT_FDCWD, "/serverfiles/mpmissions/dayzOffline.chernarusplus/cfgundergroundtriggers.json", O_RDONLY) = 164
This was actually a very helpful tip, thank you very much, because of this I was able to get it to work again on my server.
If run the strace for the stat systemcall instead of the openat one, you will find that stat for the file cfgGameplay.json is being done during startup:
... 20457 stat("/dayz_server_root_directory/mpmissions/dayzOffline.chernarusplus/cfgGameplay.json", {st_mode=S_IFREG|0755, st_size=2594, ...}) = 0 ...(this line may look a bit different for you, i only took this trace after finding and fixing my issue)
So it seems the reason that the file is not being opened is the spelling of its name (note the capital G in the syscall that is neither in the documentation nor in the directory tree you download: cfggameplay.json vs cfgGameplay.json).
For me, renaming this file to include the capital G in its filename has actually solved the issue, so here's to hoping that this is the case for you as well.I suspect that this stems from development on windows (given the apparent focus on windows releases, i suspect that DayZ is developed on windows), as windows does not care about capitalization of filenames at all while linux very much does (i.e on windows 'cfggameplay.json' and 'cfgGameplay.json' are actually the same file, while on linux they're two different files).
In any case, good luck to you all having this issue, and I hope that my comment here can help others as well.
In T165620#2533079, @DanielCeregatti wrote:Tracing the openat() system call using strace during the execution of the server shows that the cfggameplay.json file isn't opened at all:
strace -o /tmp/dayz.log -e openat -f ./DayZServer -config=/profiles/serverDZ.cfg -port=2302 -freezecheck -BEpath=/profiles/battleye -profiles=/profiles -nologs
Let the server start up. Then:
grep json /tmp/dayz.log
The only json file that's opened is a different one:
1353 openat(AT_FDCWD, "/serverfiles/mpmissions/dayzOffline.chernarusplus/cfgundergroundtriggers.json", O_RDONLY) = 164
Thank you for the confirmation.
Filip
I figured out the issue.
Please support your community. We wish to help you make money.
+1 ❤
Dec 13 2023
My thought would be to leave the entire thing as it is now with the general public (vanilla models are binned, you can't republish vanilla models to the Steam Workshop). Then have a path for modders to be 'registered' and have a Modder Portal where they could get access to the unbinned vanilla models and the authority to modify/republish them on the Steam Workshop. This allows modders to continue to use purchased mods (from CGTrader and such) and still abide by the licensing agreement to protect the purchased model assets, yet expand on the models contained with vanilla DayZ.
@Consoles This issue has been resolved for some time. If any changes occur I will inform asap since it's used daily
31.214.158.196:10200
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Bring the guillotine ! Oh wait, not that kind of revolution...
my edited mapgroupproto file as reference.
Hey Nate_LapT,
the correct type for the bandages is "BandageDressing" and it isn't listed in the cfgignorelist.xml.
there's only the coupled stanag ("Mag_STANAGCoupled_30Rnd") in the ignorelist; just delete the line from that file and it will use the provided lifetime from the types.xml.
Hello InclementDab,
+1
+1
what exactly causes the crash? Can you be a little more specific, this is very important, everything is fine with RAM 64 GB
Dec 12 2023
+1
I second this.
It would be great to have a standard and style to follow, which can only happen from the original source.
+1
Can confirm it also happens with drybags and crates.
💥 Join the revolution! Time to change and make DayZ even better! 💥
In T177818#2543887, @ItzMikeDocherty wrote:1 thing I would really love to see from this is modders having the ability to change vanilla buildings. I think there is a lot of potential in DayZ to change building interiors and create a bunch of new verities from that. I understand that it's a lot of work from the devs but giving that opportunity to the players would be really sick
{F3280162}Hey I don´t know if this helps.
indeed - cleaned up "a bit"
1 thing I would really love to see from this is modders having the ability to change vanilla buildings. I think there is a lot of potential in DayZ to change building interiors and create a bunch of new verities from that. I understand that it's a lot of work from the devs but giving that opportunity to the players would be really sick
Oh not mentioning that that would have never happened if 2 infected didn't block my character (I was in open space). They literally clipped me through eachother so I was stuck lmao
Hello @Geez
I'm having the same issue on my server.
I don't want to "hijack" this ticket, should I open a new one or can I post the details here ?
Community servers and modders have brought this game to where it is today. Not to say that you haven't put in a ton of work. You have. However...if it wasn't for these brilliant minded people, who have these great ideas and skills to put forth all of these great things for communities, I don't think DayZ would be where it is today. They have put in so much time and effort to support this great game. Their projects keep this game fresh and push it forward to new heights and work around it quirks and limitations, let you know when things aren't right so it can be improved. Heck most times they even give you the exact issue AND the solution to the issue when they post here to save you the time and trouble yourselves to speed up the troubleshooting. Everything that Helkhiana has stated here is well thought out and true. For this community and all that it has given you perhaps you would greatly consider giving this to them. This is just a great gesture to the community that has been here and will be here for you.
This page is chock full of SPAM!!!
10 years of Arma 2 buildings, let modders add more rooms, improve Winter Chernarus (TREE LODS), and who knows what else. At the very least give us a reason as to why this isn't possible.