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Oct 17 2024
In T184094#2684201, @Geez wrote:We had to do a number of changes on these panels as we have stumbled upon performance issues with using these in higher quantities.
As suggested earlier, for the custom server-side (inict.c, json,..) placements, it has to be corrected manually (or through some customized script that adjusts the height by an offset).
For the map makers using the Terrain Builder, the fix should be to load the project on top of 1.26 data (not 1.25!), Terrain Builder should correct the placement of the panels automatically. If that wont help, you will have to adjust the placement (correct the relative height). This can be (for example) done by right clicking on the template library item, selecting "select all objects" and moving them down manually in Buldozer. Exporting all the panels, deleting them out of the map, adjusting the export txt file to compensate for the offset through a script can be done too.
I also have ten problems.
In T184094#2684271, @Hellmaker2a wrote:
Also worth noting is that, while I'm aware of the new "animPhysDetachSpeed" setting, but that only impacts vehicles based on boatscript.c, and doesn't behave as cleanly as "LinkToLocalSpaceOf". I could rewrite my boat mod to be based on boatscript.c but not my heli mod. Also if "LinkToLocalSpaceOf" isn't going to be supported (or it will misbehave) it should just be completely deprecated.
Oct 16 2024
Probably the easiest way to reproduce would be using HunterZ's RoadTripNG mod, and jump on top of a vanilla car and observer the flashing and yeeting.
I was able to brute force a build by ignoring all errors in mikero. It's ok for my local build but it's logs are pretty grim reading
hi, I'm experiencing a problem with packing my /world folder too.
This also impact the usage of KeepInVehicleSpaceAfterLeave(true) when getting out of a vehicle seat. Basically any linkage of a player to the local space of a non-boat vehicle (based on carscript) is causing issues.
In T184094#2684201, @Geez wrote:We had to do a number of changes on these panels as we have stumbled upon performance issues with using these in higher quantities.
As suggested earlier, for the custom server-side (inict.c, json,..) placements, it has to be corrected manually (or through some customized script that adjusts the height by an offset).
For the map makers using the Terrain Builder, the fix should be to load the project on top of 1.26 data (not 1.25!), Terrain Builder should correct the placement of the panels automatically. If that wont help, you will have to adjust the placement (correct the relative height). This can be (for example) done by right clicking on the template library item, selecting "select all objects" and moving them down manually in Buldozer. Exporting all the panels, deleting them out of the map, adjusting the export txt file to compensate for the offset through a script can be done too.
Hello there,
I have experimented same issues on Experimental Build but some thinks have solved the issue :
Ok, this is a really big Problem for me since:
We had to do a number of changes on these panels as we have stumbled upon performance issues with using these in higher quantities.
As suggested earlier, for the custom server-side (inict.c, json,..) placements, it has to be corrected manually (or through some customized script that adjusts the height by an offset).
For the map makers using the Terrain Builder, the fix should be to load the project on top of 1.26 data (not 1.25!), Terrain Builder should correct the placement of the panels automatically. If that wont help, you will have to adjust the placement (correct the relative height). This can be (for example) done by right clicking on the template library item, selecting "select all objects" and moving them down manually in Buldozer. Exporting all the panels, deleting them out of the map, adjusting the export txt file to compensate for the offset through a script can be done too.
Yeh my WIP map has an underground area which had ramps made of this item. Even the ones rotated have shifted upwards, relative to them being on the side... so this one shifted left with the red arrows pointing to where the platform object used to sit before 1.26. After 1.26 there's now a gap.
Oct 15 2024
I see the floating panels is still an issue on release day... ☹️
Help me
Здравствуйте, помогите пожалуйста
Oct 14 2024
I deleted these lines and the server no longer hung up, I used the standard one
In T185319#2682730, @realproru wrote:networkRangeClose = 20; network bubble distance for spawn of close objects with items in them (f.i. backpacks), set in meters, default value if not set is 20
networkRangeNear = 150; network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
networkRangeFar = 1000; network bubble distance for spawn (despawn +10%) of far objects (other than inventory items), set in meters, default value if not set is 1000
networkRangeDistantEffect = 4000; network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000
networkObjectBatchLogSlow = 5; Maximum time a bubble can take to iterate in seconds before it is logged to the console
networkObjectBatchEnforceBandwidthLimits = 1; Enables a limiter for object creation based on bandwidth statistics
networkObjectBatchUseEstimatedBandwidth = 0; Switch between the method behind finding the bandwidth usage of a connection. If set to 0, it will use the total of the actual data sent since the last server frame, and if set to 1, it will use a crude estimation
networkObjectBatchUseDynamicMaximumBandwidth = 1; Determines if the bandwidth limit should be a factor of the maximum bandwidth that can be sent or a hard limit. The maximum bandwidth that can be sent fluctuates depending on demand in the system.
networkObjectBatchBandwidthLimit = 0.8; The actual limit, could be a [0,1] value or a [1,inf] value depending on networkObjectBatchUseDynamicMaximumBandwidth. See above
networkObjectBatchCompute = 1000; Number of objects in the create/destroy lists that are checked in a single server frame
networkObjectBatchSendCreate = 10; Maximum number of objects that can be sent for creation
networkObjectBatchSendDelete = 10; Maximum number of objects that can be sent for deletionare you using this in your config?
networkRangeClose = 20; network bubble distance for spawn of close objects with items in them (f.i. backpacks), set in meters, default value if not set is 20
networkRangeNear = 150; network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
networkRangeFar = 1000; network bubble distance for spawn (despawn +10%) of far objects (other than inventory items), set in meters, default value if not set is 1000
networkRangeDistantEffect = 4000; network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000
networkObjectBatchLogSlow = 5; Maximum time a bubble can take to iterate in seconds before it is logged to the console
networkObjectBatchEnforceBandwidthLimits = 1; Enables a limiter for object creation based on bandwidth statistics
networkObjectBatchUseEstimatedBandwidth = 0; Switch between the method behind finding the bandwidth usage of a connection. If set to 0, it will use the total of the actual data sent since the last server frame, and if set to 1, it will use a crude estimation
networkObjectBatchUseDynamicMaximumBandwidth = 1; Determines if the bandwidth limit should be a factor of the maximum bandwidth that can be sent or a hard limit. The maximum bandwidth that can be sent fluctuates depending on demand in the system.
networkObjectBatchBandwidthLimit = 0.8; The actual limit, could be a [0,1] value or a [1,inf] value depending on networkObjectBatchUseDynamicMaximumBandwidth. See above
networkObjectBatchCompute = 1000; Number of objects in the create/destroy lists that are checked in a single server frame
networkObjectBatchSendCreate = 10; Maximum number of objects that can be sent for creation
networkObjectBatchSendDelete = 10; Maximum number of objects that can be sent for deletion
Oct 13 2024
win10 server.
Oct 12 2024
Oct 10 2024
I realized this afternoon maybe it's because I was still using 1.25 assets in exp TB..
Attempted to extract and use addon builder since mikros is throwing errors too.. (From what I gather in discord the tool isn't compatible yet....)
Oct 9 2024
I've attempted exporting my world with the latest exp Terrain builder tonight with the same results.
https://steamcommunity.com/sharedfiles/filedetails/?id=1559212036 geometry dash
Does the mod you provided work on Window 10? I will try it
Oct 8 2024
помогите, что это за ошибка, как её исправить
anybody?
Oct 2 2024
Thank you for quick reply, as I understand that control of turning using new method will be still more useful for my usecase.
Here is some small documentation for those two functions:
Simply I just want control animal by speed and turn, his movement in world should be based on entityposition movement/rotation as is visible in animeditor video above, not by overriding heading or turnspeed.
Sep 26 2024
hello, do you have any update for this by any chance ? I still don't success to find what is the problem :/
Regards,
LaGTeK
Sep 24 2024
Good afternoon, it's been a long time, is there any information?
Any kind, at least indirect, will do for me, so that I understand what the gap is and exclude it immediately
Thank you maxom.
We will investigate with BattlEye.
Regards,
Geez
Sep 23 2024
Sep 19 2024
Hi hunter I added your dayz hose mod to my server and the horses spawn on the map but thay dont do anything when you ar egiven the option to give them a apple also theres no atachment option on horse for saddle or the mouth part is there a way to help me fix it cose Id love to have them in server ?
Sep 18 2024
Sep 17 2024
Sep 13 2024
This is my map built from the current stable release of terrain builder
Hello Nate_LapT.
You would have to change all positions of the panels in JSON or in init.c script. In case you or the modder has his own map he can rebuild the whole map in terrain builder tool.
Regards,
Geez
Sep 12 2024
Sep 9 2024
Unfortunately there are no plans in near future to add such feature.
Regards,
Geez
It's a request for a function to be able to use them in a programming sense so it's possible to have a more dynamically programmed loot system across multiple maps, instead of having to set up individual mission files for every map in existence.
Hello TrueDolphin.
Users are already able to check the CE flags of a location by using the Diag Menu present in diag DayZ. This is done by opening the menu with WINDOWS + ALT then navigate to Game -> Central Economy -> Loot Spawn Edit and set Setup Vis = true and Spawn Volume Vis = Adaptive. Now, when flying around and examining any location with loot, the CE Flags are displayed in the Usage Flags and Value Flags text fields.
Sep 7 2024
We will not be able to assist you with this as it is not a problem with the game. Whatever JSON is attempted to be loaded is invalid.
Overriding the following in your scripts should remove the need for a DRM, sadly the json error may still appear:
#ifdef Callatic_Vehicles_Armoured_Pack_Scripts modded class ArmouredPackModule: CF_ModuleGame { override bool obfm_CheckServer(string obfv_ip, int obfv_serverPort) { return true; }
To Whom It May Concern,
You're asking for help from the company that you're breaking the EULA with on fixing your DRM implementation?
Checking IP: 5.252.101.152 Port: 2502
How do you expect help when you post logs of obfuscated stuff?
Recently we have been having some issues with a specific host (Vykix) and some code we have developed, we have .JSON files that hold one alone license code which checks against a json on a webserver.
This is a example IP given that's all, this isnt just blaming you but I am actually trying to rule out the issue to resolve it more then anything as it wouldnt make any sense that over on my dedicated machine, a OVH dedicated machine, and multiple other machines at different centers and locations were working fine so this is just to RULE out. No target at all directed but I still had to explain where the issue lies and how it could be reproduced and how it was reproduced is when using your hosting enviroment.
I would like to address the following:
Are you sure it's Vykix specific? Cause that IP comes back as an entirely different company in germany called "Mo's Operations GmbH". As far as I know, Vykix is Spain or Portugal
Sep 6 2024
Sep 3 2024
I can confirm this is an issue for us as well, we would love to see a prompt resolution. These delays are detrimental to our users' experience on websites that rely on data sent from DayZ Rest APIs.