Hello everyone.
The EnableBroadcast/EnableReceive has been implemented and will appear in the next experimental patch.
Regards,
Geez
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Nov 2 2020
Oct 29 2020
Oct 27 2020
Doesn't work @komer for anything but gear changing. Even when following the instructions provided from a duplicate feedback tracker link
Oct 26 2020
modded class DayZPlayerImplement
{
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
{
Print("this "+this+" m_fHeadingAngle " +pModel.m_fHeadingAngle); approximate values for comparison -0 or 1.44 or -1.33 or 4.15
Print("this "+this+" GetHeadingAngle " +GetInputController().GetHeadingAngle()); approximate values for comparison 0 or -1.44 or 1.33 or -4.15
// all of the above functions can return the result above the value of Math.PI, that is, 3.14
return super.HeadingModel(pDt,pModel);
}
}
@Jacob_Mango, it's complete garbage, and most if not all modders haven't used it and continued to use the buggy shit we have had for years. I don't feel like anyone wishes to have a completely new system, just fix the serializer, or find a new one.
looked here?
dta\scripts\3_Game\Vehicles\Car.c
class CarController
They probably are intending you to use the new JSONApi from now on.
Oct 25 2020
@Geez, this has been an issue for years and also the same with json file size limits. Please give us an update as we have already went through this process of marking it assigned and waited years. Please and thank you, friend.
Oct 24 2020
This looks related to https://feedback.bistudio.com/T142843
Oct 23 2020
You would write that these functions still do not work. it looks like the topic has been created but you are not tracking
here is the news of patch 1.08
Added: Ability to set aimChange for non-player entities
Fixed: Spawning projectiles fired by non-player entities https://feedback.bistudio.com/T149517
Oct 22 2020
Oct 21 2020
Doing this will save hassle with backwards compatibility in the future @Hunterz as the devs add more classes slowly
Hello everyone.
The issue with Can't find variable 'DEFAULT' has been fixed internally and will be fixed on Steam in one of the upcoming updates.
Regards,
Geez
I think not good idea change some already defined behavior. When I talked with Sumrak, they told me that BI want maintain backward compatibility.
Definitely an issue, maybe even bigger issue into the future. I agree.
Its not really an issue of modders being lazy.
we as creators need a base format we can all build off of.
having 20 diff mods, with the same class define would be ridiculous to have 20 diff #defines and #ifDefs just for one class object. you cant ask modders to do this.
i understand creating a scripted class would be alot, but its WAY less than the compile limit of 2158 or whatever its. it could just be all the standard already defined plus all the buildings. House and HouseNoDestruct. in one fail swoop, ALL modders with defined class objects would just need to switch to 'modded class' and its done.
Oct 19 2020
This is indeed an issue since most modders are too lazy to think about cross-compatibility. I am not sure what the best solution would be.
Having all Cfg entries as script classes might not work out well in terms of startup time and performance. There are quit a lot of them.
In T152514#2116655, @MysThogann wrote:Would you help me? I am in the same situation, I can not enter even a server, official or not, for the same problem, I downloaded genere 3 times and nothing
This is definitely becoming a big issue :Z
In T149789#2112717, @zysen wrote:Hello All.
There appears to be a limit of 2140 defined classes in the modding interface.Using the following script and nodejs i generate a c file with 2140 empty classes.
If i build a mod with this inside and run the server with no other mods i get the dreaded "scripts/4_World/classes\useractionscomponent\actiontargets.c(726): Can't find variable 'DEFAULT'"
If i remove a single class, it works just fine.const MAX_CLASSES = 2140; const fs = require('fs'); fs.writeFileSync("output.c", ""); for(let i=1;i<=MAX_CLASSES;i++){ fs.appendFileSync("output.c", "class some"+i+"class {}\n"); }
Would you help me? I am in the same situation, I can not enter even a server, official or not, for the same problem, I downloaded genere 3 times and nothing
Be carefull, look at the end of this post : https://feedback.bistudio.com/T149789
Too many classes seems to lead to 'DEFAULT' error.
Oct 18 2020
Oct 15 2020
Hello everyone.
This issue has been resolved internally and will be resolved on Steam in one of the future updates.
Regards,
Geez
Oct 14 2020
Can someone clarify this for me. FlagRefreshMaxDuration is the time the flag takes to lower before items starts lifetime decay.
FlagRefreshFrequency and this is what exactly. The time gets added to the above to a max of ?
Oct 13 2020
That's interesting, and does this 320 km/h limit affect Expansion planes and helicopters as well? Hopefully this is a temporary measure until the underlying issue is fixed.
Probably a workaround fix against this issue https://feedback.bistudio.com/T150534
Oct 12 2020
Hello TheEmperorFox and thank you for the report.
This is going to be fixed in the next big update.
Regards,
Geez
Oct 10 2020
Oct 9 2020
Oct 8 2020
No error, because the variable can exist in the global namespace, in the class as a field and inside a function both as a parameter and as a variable declared in the body.
That is alright in other languages as well. (C#)
Geez, I would like to clarify, should we expect a fix for this issue in version 1.10?
hlynge,This debug is designed to work offline on the client, it is not supported on the server side, to run on the server side you need to change the code for the server and add the missing code, but it doesn't matter, the problem is like on the client.
@Geez how many more valid bug reports until I unlock the golden feedback tracker?
In T149789#2112717, @zysen wrote:Hello All.
There appears to be a limit of 2140 defined classes in the modding interface.Using the following script and nodejs i generate a c file with 2140 empty classes.
If i build a mod with this inside and run the server with no other mods i get the dreaded "scripts/4_World/classes\useractionscomponent\actiontargets.c(726): Can't find variable 'DEFAULT'"
If i remove a single class, it works just fine.const MAX_CLASSES = 2140; const fs = require('fs'); fs.writeFileSync("output.c", ""); for(let i=1;i<=MAX_CLASSES;i++){ fs.appendFileSync("output.c", "class some"+i+"class {}\n"); }
interesting
double variable declaration
in class and in function
and no error?
@Arkensor each template is a new class.
Hello All.
There appears to be a limit of 2140 defined classes in the modding interface.
Can they be implemented please? @Geez
I disagree. This needs no "fix" and the limit is way above anything reasonable all modders combined could ever create.
Thank you for the report GrosTon1.
This is an issue we are aware of as EnableBroadcast/EnableReceive is currently not implemented.
Regards,
Geez
Unfortunately I can also confirm this bug.
Hi Komer - regarding your Bot work I would really appreciate if you contact me on discord: hlynge#2885
Trying to understand why I am not able to use the DebugMod code to create "bots" on a Server+Client setup.
Please contact me on Discord: hlynge#2885
In T149789#2111318, @Rlyeh wrote:@AWG ... yeah I know... it's not a 100% fix of the CCTObject-Error... but it works for my Server for the most of our Mods we had before 1.09... just before I found the "fix", we droped down to 19 Mods... 2 Vehicle-Mods were left...
and now? We are BACK to about 90% of our Mods/Scriptsfor PsychoDayZ:
did you tried the "PsychoDayZ Vehicle Expansion 1.09 FIXED"-Mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=2231173248&searchtext=psychodayzthere are also some other Mods the fix doesn't work with... like DRUGSPLUS... some crafting-recepts...
there is also a bug that there is no error message, but the server doesn't start...
stop/freez at "Exporting inputs cfg "profiles\Users\Survivor\Server.core.xml"I will still trying to fix the Problem 100%... but for now... it's working more or less :P
Sep 26 2020
In T152125#2111317, @Jacob_Mango wrote:The issue has been fixed internally and the fix will appear in one of the future updates!
@borizz.k There has been no update since this was fixed. Be patient.
@AWG ... yeah I know... it's not a 100% fix of the CCTObject-Error... but it works for my Server for the most of our Mods we had before 1.09... just before I found the "fix", we droped down to 19 Mods... 2 Vehicle-Mods were left...
and now? We are BACK to about 90% of our Mods/Scripts
The issue has been fixed internally and the fix will appear in one of the future updates!
In T152125#2110974, @Geez wrote:In T152125#2110973, @Helkhiana wrote:@Geez
Mind sharing the solution?Clothing has been split up into Clothing and Clothing_Base, Clothing extending Clothing_Base, Clothing class being moddable now.
Sep 25 2020
Thanks for the resolution Geez!
@Helkhiana thank you for sharing this fix!
As i thought. Thanks for the reply. The idea behind this ticket was to actually solve the issues that were put in with the logic in these events. We appreciate the change to clothing nonetheless. I will open a new ticket to keep track of the real issue. Solution is simple really and we can work together on it if needed.
In T152125#2110977, @Helkhiana wrote:has the logic in CanPutInCargo, CanReceiveItemIntoCargo and CanLoadItemIntoCargo for clothing been revised as well?
has the logic in CanPutInCargo, CanReceiveItemIntoCargo and CanLoadItemIntoCargo for clothing been revised as well?
In T152125#2110973, @Helkhiana wrote:@Geez
Mind sharing the solution?
@Geez
Mind sharing the solution?
Hello everyone.
The issue has been fixed internally and the fix will appear in one of the future updates!
Regards,
Geez
Sep 24 2020
Sep 23 2020
@Rlyeh your mod fixed the issue for me for a couple mods, but then when I tried to add back in others (like PsychoDayZ Vehicles), the same error started coming up again. Still, this is progress. Thanks for your help!
In T149789#2110095, @Rlyeh wrote:
Sep 22 2020
it's WORKING NOW!