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Today

Hunterz added a comment to T162116: [Feature Request] - allow set no collision for animals or entities.

Example use case

Sun, Nov 28, 3:22 PM · DayZ Modding, DayZ
ICEMAN-FMCS updated subscribers of T162098: Script Limit Enforced - #InitGlobals Abort - Please increase script limit..

Yes this needs to be reopened as the issue is back with a vengeance mostly with using Expansion I get the server to boot with these mods,..

Sun, Nov 28, 12:52 AM · DayZ Modding, DayZ

Yesterday

Hunterz created T162116: [Feature Request] - allow set no collision for animals or entities.
Sat, Nov 27, 7:03 PM · DayZ Modding, DayZ
MindGames115 added a parent task for T162098: Script Limit Enforced - #InitGlobals Abort - Please increase script limit.: T153090: Obscure compiler freeze error.
Sat, Nov 27, 1:37 AM · DayZ Modding, DayZ
MindGames115 added a comment to T162098: Script Limit Enforced - #InitGlobals Abort - Please increase script limit..

Reference Ticket: https://feedback.bistudio.com/T153090

Sat, Nov 27, 1:36 AM · DayZ Modding, DayZ
MindGames115 created T162098: Script Limit Enforced - #InitGlobals Abort - Please increase script limit..
Sat, Nov 27, 1:31 AM · DayZ Modding, DayZ

Fri, Nov 26

ManicMurdera added a comment to T162077: XML.file error.

I fixed the errors in the lines myself on both the default file and on my modded file and then it comes up with this for both
3: 17 cvc-elt.1: Cannot find the declaration of element 'spawnabletypes'.

Fri, Nov 26, 2:19 AM · DayZ Modding, DayZ

Thu, Nov 25

sanguine00 added a comment to T162077: XML.file error.

The first error regarding the strings of "--" in the default cfgspawnabletypes.xml is something that would need to be fixed on the DayZ dev side. While it does not prevent the configuration from being read, it does cause validation to fail which can be a bit of a headache for modded/community servers.

Thu, Nov 25, 5:24 PM · DayZ Modding, DayZ
Geez added a comment to T162077: XML.file error.

Also please double check if there are other mistakes as these could be causing the trouble.
Regards,
Geez

Thu, Nov 25, 4:00 PM · DayZ Modding, DayZ
Geez added a comment to T162077: XML.file error.

Hello ManicMurdera.
The problem possibly lies in missing </cargo> end on line 997

Thu, Nov 25, 3:58 PM · DayZ Modding, DayZ
ManicMurdera added a comment to T162077: XML.file error.

Thu, Nov 25, 10:29 AM · DayZ Modding, DayZ
Geez added a comment to T162077: XML.file error.

Thank you.
Can you please send us the whole xml file with the changes you made?
Regards,
Geez

Thu, Nov 25, 10:05 AM · DayZ Modding, DayZ
ManicMurdera added a comment to T162077: XML.file error.

First error.
Errors in file xml-schema:
875: 9 The string "--" is not permitted within comments.
Second error.
Errors in file xml-schema:
1006: 4 The element type "cargo" must be terminated by the matching end-tag "</cargo>".

Thu, Nov 25, 10:04 AM · DayZ Modding, DayZ
Geez added a comment to T162077: XML.file error.

Hello again.
Can you please copy the exact errors? Also, how do these errors affect the gameplay on your server?
Regards,
Geez

Thu, Nov 25, 9:53 AM · DayZ Modding, DayZ
ManicMurdera added a comment to T162077: XML.file error.

The validator I used said there was an error the fisrt error it comes up with is in line 875:9 it says "The string "--" is not permitted with comments. Then once i do what dayz modding community suggest and edit those -- out it comes up with another error saying something to do with the </cargo> is incorrect it says "1006: 4 The element type "cargo" must be terminated by the matching end-tag "</cargo>"

Thu, Nov 25, 9:13 AM · DayZ Modding, DayZ
Geez changed the status of T162077: XML.file error from New to Need More Info.

Hello ManicMurdera.
Can you please describe the problem in further detail?
Regards,
Geez

Thu, Nov 25, 8:58 AM · DayZ Modding, DayZ
Geez merged T162076: XML.file error into T162077: XML.file error.
Thu, Nov 25, 8:57 AM · DayZ Modding, DayZ
ManicMurdera created T162077: XML.file error.
Thu, Nov 25, 8:00 AM · DayZ Modding, DayZ

Wed, Nov 24

komer edited Additional Information on T161984: Projectile not working SetVelocity.
Wed, Nov 24, 5:44 PM · DayZ Modding, DayZ
Geez closed T161782: Workbench needs to be update for the 1.15 as Resolved.
Wed, Nov 24, 9:28 AM · DayZ Modding, DayZ

Tue, Nov 23

Liven added a comment to T161782: Workbench needs to be update for the 1.15.

The 1.15 stable update solved the problem but I hope this situation will not happen too often, it is sometime not easy to prepare proper update without the debugging tool of the workbench.
Now you can close the ticket.

Tue, Nov 23, 4:42 PM · DayZ Modding, DayZ

Mon, Nov 22

Geez changed the status of T161976: AUG has camo, camo_barrel, camo_rail, camo_rails, camo_stock selections but model.cfg lacks the sections[] config for them. from New to Assigned.
Mon, Nov 22, 12:22 PM · DayZ Modding, DayZ

Sat, Nov 20

alexandre.trust added a comment to T161966: Navmesh.


I tried to make a navmesh with several cards of different types and sizes, and the problem is always the same. I think that an explanation on your site https://community.bistudio.com/wiki/DayZ: Generating_navigation_mesh may be good, plus the link vere the configuration of navmesh server does not work. Finally, is there a card limit and so on?

Sat, Nov 20, 9:55 AM · DayZ Modding, DayZ

Fri, Nov 19

komer created T161984: Projectile not working SetVelocity.
Fri, Nov 19, 6:20 PM · DayZ Modding, DayZ

Thu, Nov 18

alexandre.trust added a comment to T161966: Navmesh.


I reworked the map with l3 dt pro, the navmesh seems different.Hey is it possible that navmes generate and evil with heights?

Thu, Nov 18, 9:07 PM · DayZ Modding, DayZ
wouter.commandeur created T161976: AUG has camo, camo_barrel, camo_rail, camo_rails, camo_stock selections but model.cfg lacks the sections[] config for them..
Thu, Nov 18, 7:53 PM · DayZ Modding, DayZ
alexandre.trust added a comment to T161966: Navmesh.


aucun changement, le navmesh ne semble pas scanner le terrain correctement.

Thu, Nov 18, 3:37 PM · DayZ Modding, DayZ
alexandre.trust added a comment to T161966: Navmesh.

The objects used are those of dayz.

Thu, Nov 18, 12:48 PM · DayZ Modding, DayZ
alexandre.trust added a comment to T161966: Navmesh.

Hello everyone.
This is not a normal behaviour, the map should not do this under normal circumstances and we do not experience such problem on our end.
Can you please try to decrease the amount of objects on the map/leave only part of them on there? It is possible there could be a problem in some objects that could affect this.
Regards,
Geez

Thu, Nov 18, 12:36 PM · DayZ Modding, DayZ
Geez changed the status of T161966: Navmesh from New to Need More Info.

Hello everyone.
This is not a normal behaviour, the map should not do this under normal circumstances and we do not experience such problem on our end.
Can you please try to decrease the amount of objects on the map/leave only part of them on there? It is possible there could be a problem in some objects that could affect this.
Regards,
Geez

Thu, Nov 18, 11:53 AM · DayZ Modding, DayZ
alexandre.trust added a comment to T161966: Navmesh.

For 20 times I’ve done it, nothing’s changed.

Thu, Nov 18, 10:34 AM · DayZ Modding, DayZ
Jacob_Mango added a comment to T161966: Navmesh.

Just keep retrying until it works. AFAIK that's what BI also does.

Thu, Nov 18, 10:30 AM · DayZ Modding, DayZ
alexandre.trust created T161966: Navmesh.
Thu, Nov 18, 7:48 AM · DayZ Modding, DayZ
Liven added a comment to T161782: Workbench needs to be update for the 1.15.

@Geez, I completly unistall the DayZ xp branch, reinstall it, verified the file on steam, extract the files in a new empty P drive and I still have the "virtual machine exception" message.

Thu, Nov 18, 7:01 AM · DayZ Modding, DayZ

Tue, Nov 16

RandomHost added a comment to T146644: Add the possibility to mod enum.

Then maybe a game which is supposed to be able to be modified shouldn't have enums used in a way which makes modding hard or borderline impossible.

Tue, Nov 16, 7:13 AM · DayZ Modding, DayZ

Mon, Nov 15

Geez changed the status of T161902: Projectile object from New to Assigned.
Mon, Nov 15, 12:37 PM · DayZ Modding, DayZ
Geez changed the status of T161903: Animals and Zombies, crash the client if spawned locally on the client from New to Assigned.
Mon, Nov 15, 12:36 PM · DayZ Modding, DayZ
Geez changed the status of T161905: A projectile fired from an AI weapon does not cause event "FirearmEffects" from New to Assigned.
Mon, Nov 15, 12:35 PM · DayZ Modding, DayZ
KommanderWar added a comment to T157433: Can't publish mods to the workshop.

Ainda tenho esse problema ;-;

Mon, Nov 15, 12:07 AM · DayZ Modding, DayZ

Sun, Nov 14

RandomHost added a comment to T141352: Modding static methods.

I just ran into this while going through the steps required to add a new liquid type.

Sun, Nov 14, 10:14 PM · DayZ Modding, DayZ
komer added a comment to T150149: Add m_fIgnoreParentPitch to DayZPlayerCameraResult class.

close this thread.
Stable Update 1.14
Fixed: Ignore parent pitch inside PlayerCameraResult

Sun, Nov 14, 7:58 AM · DayZ Modding, DayZ

Sat, Nov 13

komer edited Additional Information on T161902: Projectile object.
Sat, Nov 13, 10:09 AM · DayZ Modding, DayZ
komer edited Additional Information on T161903: Animals and Zombies, crash the client if spawned locally on the client.
Sat, Nov 13, 10:08 AM · DayZ Modding, DayZ
komer edited Additional Information on T161905: A projectile fired from an AI weapon does not cause event "FirearmEffects".
Sat, Nov 13, 10:08 AM · DayZ Modding, DayZ

Fri, Nov 12

komer created T161905: A projectile fired from an AI weapon does not cause event "FirearmEffects".
Fri, Nov 12, 2:05 PM · DayZ Modding, DayZ
komer created T161903: Animals and Zombies, crash the client if spawned locally on the client.
Fri, Nov 12, 1:41 PM · DayZ Modding, DayZ
komer created T161902: Projectile object.
Fri, Nov 12, 1:08 PM · DayZ Modding, DayZ

Thu, Nov 11

Geez changed the status of T161874: PlayerBase.IsSprinting does not return true when player is sprinting from New to Assigned.
Thu, Nov 11, 11:15 AM · DayZ Modding, DayZ

Wed, Nov 10

tjensen edited Additional Information on T161874: PlayerBase.IsSprinting does not return true when player is sprinting.
Wed, Nov 10, 2:01 AM · DayZ Modding, DayZ
tjensen created T161874: PlayerBase.IsSprinting does not return true when player is sprinting.
Wed, Nov 10, 1:57 AM · DayZ Modding, DayZ

Tue, Nov 9

Liven added a comment to T161782: Workbench needs to be update for the 1.15.

@Geez, just a little ping to be sure you didn't only see the first line of my previous comment.

Tue, Nov 9, 3:42 PM · DayZ Modding, DayZ

Mon, Nov 8

RandomHost added a comment to T150034: Mods descriptions in main menu missing.

There is no mention of a string table neither in the Modding Basics nor the Modding Structure wiki pages. How are mod creators supposed to know that it exists?

Mon, Nov 8, 11:48 PM · DayZ Modding, DayZ
Mortan added a comment to T161842: Make available to override any object Cast.

Im trying to implement rail for scopes without craft or any hacks, and i stuck on DayZPlayerCamera & WeaponManager classes because they uses many proto native functions from ItemOptic class. If we can override cast or GetAttachedOptics function I would be happy)

Mon, Nov 8, 10:58 PM · DayZ Modding, DayZ
Arkensor added a comment to T161842: Make available to override any object Cast.

Casting to a different base class is not possible by design. ItemOptic and "SomeClass" must have a common base class. e.g SomeClass : ItemOptic.
Changed applied to base classes like ItemOptic via the modded keyword will also be visible to a casted instance.

Mon, Nov 8, 9:43 PM · DayZ Modding, DayZ
Liven added a comment to T150034: Mods descriptions in main menu missing.

Thank you Arkensor for the help

Mon, Nov 8, 8:09 PM · DayZ Modding, DayZ
Mortan added a comment to T161842: Make available to override any object Cast.
class SomeClass
{
	private ItemOptic m_optic;
	
	operator ItemOptic()
	{
	    return m_optic;
	}
};
Mon, Nov 8, 7:59 PM · DayZ Modding, DayZ
Mortan added a comment to T161842: Make available to override any object Cast.

@Arkensor https://en.cppreference.com/w/cpp/language/cast_operator

Mon, Nov 8, 7:28 PM · DayZ Modding, DayZ
Arkensor added a comment to T161842: Make available to override any object Cast.

can you please provide code examples for what you describe? Unfortunately, I do not understand what you are trying to suggest.

Mon, Nov 8, 6:59 PM · DayZ Modding, DayZ
Mortan created T161842: Make available to override any object Cast.
Mon, Nov 8, 6:55 PM · DayZ Modding, DayZ
Arkensor added a comment to T150034: Mods descriptions in main menu missing.

Yes, the strings need to be localized via the stringtable.csv.

Mon, Nov 8, 2:42 PM · DayZ Modding, DayZ
tjensen updated subscribers of T150034: Mods descriptions in main menu missing.

In 1.14, every mod which is not a DLC displays the default widget text, a rather unimaginative W, instead of the actual description.

Mon, Nov 8, 2:37 PM · DayZ Modding, DayZ
Liven added a comment to T161782: Workbench needs to be update for the 1.15.

Hi Geez, thank you for the answer.

Mon, Nov 8, 2:34 PM · DayZ Modding, DayZ
Geez changed the status of T161782: Workbench needs to be update for the 1.15 from New to Need More Info.

Hello Liven.
Are you extracting the game data into a folder that you have used for the previous version? If so, can you try to extract them to a brand new folder and let us know if there are still problems?
Regards,
Geez

Mon, Nov 8, 12:53 PM · DayZ Modding, DayZ
Geez changed the status of T161759: addon builder from New to Assigned.
Mon, Nov 8, 12:33 PM · DayZ Modding, DayZ
Geez changed the status of T161797: ClientDisconnectedEventTypeID unreliable for detecting client disconnects from New to Assigned.
Mon, Nov 8, 12:32 PM · DayZ Modding, DayZ
Geez changed the status of T161798: Ability to modify option selector from New to Assigned.
Mon, Nov 8, 12:29 PM · DayZ Modding, DayZ
Geez changed the status of T161800: Publisher app - please remove some annoying dialogs from New to Assigned.
Mon, Nov 8, 12:28 PM · DayZ Modding, DayZ
Hunterz added a comment to T148819: Ability to add/remove slots for an item through script.

+1000

Mon, Nov 8, 11:50 AM · DayZ Modding, DayZ
Geez changed the status of T161829: Move LoadingScreen logic away from constructor from New to Assigned.
Mon, Nov 8, 11:08 AM · DayZ Modding, DayZ
RandomHost changed Category from category:general to category:ingameui on T161829: Move LoadingScreen logic away from constructor.
Mon, Nov 8, 6:36 AM · DayZ Modding, DayZ
RandomHost created T161829: Move LoadingScreen logic away from constructor.
Mon, Nov 8, 6:36 AM · DayZ Modding, DayZ
RandomHost added a member for DayZ Modding: RandomHost.
Mon, Nov 8, 6:11 AM
RandomHost added a comment to T150034: Mods descriptions in main menu missing.

In 1.14, every mod which is not a DLC displays the default widget text, a rather unimaginative W, instead of the actual description.

Mon, Nov 8, 5:12 AM · DayZ Modding, DayZ

Sun, Nov 7

Gews added a comment to T161727: Reloadtime doesn't equate rate of fire.

I cannot check the old game to check what the fire rates of the guns used to be to check if its always had to be a multiple of 0.33 so I could be completely wrong about it being different from the old engine to the current.

Sun, Nov 7, 1:46 AM · DayZ Modding, DayZ

Sat, Nov 6

Hunterz created T161800: Publisher app - please remove some annoying dialogs.
Sat, Nov 6, 8:46 PM · DayZ Modding, DayZ
includelow created T161798: Ability to modify option selector.
Sat, Nov 6, 7:25 PM · DayZ Modding, DayZ
tjensen created T161797: ClientDisconnectedEventTypeID unreliable for detecting client disconnects.
Sat, Nov 6, 7:14 PM · DayZ Modding, DayZ
Chill created T161792: Modded Server crash.
Sat, Nov 6, 2:02 PM · DayZ Modding, DayZ
Volern added a comment to T161727: Reloadtime doesn't equate rate of fire.

This currently makes no sense. If the fire rate can only be a multiple of 0.033 essentially meaning the only rpm settings the game has is 600, 900 and 1800. If that is the case why in 1.14 did every gun have its own set rate regardless of this fact.

Sat, Nov 6, 3:05 AM · DayZ Modding, DayZ
Gews added a comment to T161727: Reloadtime doesn't equate rate of fire.

It means 99% of automatic weapons will have to be covered by only four cyclic rates: 450, 600, 900 and 1800 rpm.

Sat, Nov 6, 2:23 AM · DayZ Modding, DayZ

Fri, Nov 5

Liven created T161782: Workbench needs to be update for the 1.15.
Fri, Nov 5, 9:01 PM · DayZ Modding, DayZ
alexandre.trust created T161774: dayz tools.
Fri, Nov 5, 1:46 PM · DayZ Modding, DayZ
designful added a comment to T161727: Reloadtime doesn't equate rate of fire.

1.15 is about to show how unhealthy this is. Buffing the M4 only serves to defeat the only purpose the FAMAS had which was a higher rate of fire.

Fri, Nov 5, 12:46 AM · DayZ Modding, DayZ

Thu, Nov 4

alexandre.trust created T161759: addon builder.
Thu, Nov 4, 10:40 PM · DayZ Modding, DayZ

Wed, Nov 3

Geez changed the status of T161727: Reloadtime doesn't equate rate of fire from New to Reviewed.

Hello designful.

Wed, Nov 3, 3:12 PM · DayZ Modding, DayZ
Jacob_Mango added a comment to T161727: Reloadtime doesn't equate rate of fire.

Weapons are unfortunately limited to the player simulation rate of 40hz and not independent to the server frame rate.

Wed, Nov 3, 1:06 PM · DayZ Modding, DayZ
designful created T161727: Reloadtime doesn't equate rate of fire.
Wed, Nov 3, 6:34 AM · DayZ Modding, DayZ

Mon, Nov 1

Geez changed the status of T161705: Sound event Event_OnSoundWaveEnded fired only once when use some ogg files. from New to Assigned.
Mon, Nov 1, 3:56 PM · DayZ Modding, DayZ
Hunterz added a comment to T161705: Sound event Event_OnSoundWaveEnded fired only once when use some ogg files..

I am suspecting that ogg files shorter than some limit (for example 1 second) are handled not properly. Or there is some other unknown reason for me.

Mon, Nov 1, 2:54 PM · DayZ Modding, DayZ
Hunterz added a comment to T161705: Sound event Event_OnSoundWaveEnded fired only once when use some ogg files..

I can listen sound, only that event is problem.

Mon, Nov 1, 2:49 PM · DayZ Modding, DayZ
Hunterz added a comment to T161705: Sound event Event_OnSoundWaveEnded fired only once when use some ogg files..


This file fire event everytime as expected.

Mon, Nov 1, 2:46 PM · DayZ Modding, DayZ
Hunterz added a comment to T161705: Sound event Event_OnSoundWaveEnded fired only once when use some ogg files..


This file fire event only once

Mon, Nov 1, 2:45 PM · DayZ Modding, DayZ
Hunterz created T161705: Sound event Event_OnSoundWaveEnded fired only once when use some ogg files..
Mon, Nov 1, 2:43 PM · DayZ Modding, DayZ

Oct 28 2021

der_buddy created T161659: Namalsk DayZ Editor.
Oct 28 2021, 11:47 PM · DayZ Modding, DayZ
inkihh created T161641: Modded Server crash.
Oct 28 2021, 11:34 AM · DayZ Modding, DayZ
inkihh created T161640: Modded Server crash.
Oct 28 2021, 11:31 AM · DayZ Modding, DayZ
inkihh created T161639: Modded Server crash.
Oct 28 2021, 11:27 AM · DayZ Modding, DayZ

Oct 26 2021

Geez closed T161617: EffectSound Event_OnSoundWaveEnded works only one time when sound is loaded as Resolved.
Oct 26 2021, 3:00 PM · DayZ Modding, DayZ
Arkensor updated subscribers of T161617: EffectSound Event_OnSoundWaveEnded works only one time when sound is loaded.

@Geez confirmed non-issue. I just checked the Event_OnSoundWaveEnded event and it has no problems. @Hunterz must have some issue in his code setup.

Oct 26 2021, 2:26 PM · DayZ Modding, DayZ
Hunterz added a comment to T161617: EffectSound Event_OnSoundWaveEnded works only one time when sound is loaded.

plc close looks like some mess in my code.

Oct 26 2021, 2:25 PM · DayZ Modding, DayZ