@Geez Thank you very much that's exactly what I was looking for.
I had hard time to figure out how to use it for my needs but now it's done and all seems work well.
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May 9 2023
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Jan 10 2023
No answer at all about that?
:-(
Dec 1 2022
I tried the Timer class in the past to replace callLater but it is a lot lot more ressource consumming.
Nov 23 2022
Oct 27 2022
Oct 20 2022
Aug 11 2022
@lava76 Maybe you should take a look on this: https://community.bistudio.com/wiki/Arma_Reforger:Scripting:_Values (Primitive Types part)
The scripting language is the same than dayz
Jul 14 2022
My bad, I didn't closed my launcher so client didn't update. Working fine now.
You can close the ticket.
Jul 12 2022
@Hunterz , sadly the GetBoneRotation only detect horizontal movements not vertical ones (I tried with Head and Neck bones).
Jul 2 2022
I'm also interested to access this value (even if only client side)
Jun 17 2022
I will add that if you open the trunck before opening the inventory the bug doesn't happen
May 31 2022
To be honest having the full path in each title does not make this listing easily readable.
And yes include the final pages would be a great addition.
(I heard somewhere that a good way to evaluate menu accessibility is to count how many click you need to reach the information you search.)
May 30 2022
I would add
May 27 2022
May 24 2022
The xp branche is back, the problem is back...
Apr 24 2022
I don't have problem anymore since the 1.17 have hit the stable branch but it is a little bit frustrating to have the workbrench down each time an xp version is available.
Mar 24 2022
Feb 16 2022
Note that I posted a little tuto about #defines on the official forum few days ago :
https://forums.dayz.com/topic/252259-good-modding-practice-add-a-define-to-the-scripts-to-help-other-modders-to-fix-conflicts/
I really think it's how it 's supose to work
And remember I'm talking about #ifdef in the .c file, I'm not sure they work well in the .cpp
yes I understand, I often use #define and nerver had problem.
Here is an example of mission path list of my PvZmoD Customisable Zombie that need to detect Dayz_Dog or my other PvZmoD:
Ok but you have to add the path to the #define MuChCarKey in your gameScriptModule / worldScriptModule / missionScriptModule (depending where you need it - I usually add the path in each one to be sure) to be able to find it.
The #define MuchCarKey is in "your" CarCover/Scripts/Common?
@Hunterz can you show your root config.cpp
Feb 15 2022
Hi, I don't have these miltiple error messages with the today 1.16 stable update.
The weird thing is that I don't have them on exp branch anymore too while I still add them yesterday and had changed nothing my side.
Feb 12 2022
Feb 7 2022
I faced the same problem in one of my mods that have a file which stored a lot (I mean +400) of "ref autoptr TFloatArray" (these arrays contained values) in 5_Mission (not link to init.c file).
Feb 6 2022
Feb 4 2022
@muratcansimsek you should open a "private" bug report for a thing like this
Nov 23 2021
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.
Nov 18 2021
@Geez, I completely uninstalled the DayZ xp branch, reinstall it, verified the files on steam, extract the files in a new empty P drive and I still have the "virtual machine exception" message.
Nov 9 2021
@Geez, just a little ping to be sure you didn't only see the first line of my previous comment.
Nov 8 2021
Thank you Arkensor for the help
Hi Geez, thank you for the answer.
If you talk about the P drive, yes I extracted the game files in the same folder than previous versions.
Nov 5 2021
Sep 20 2021
Still no news?
Sep 19 2021
@Jacob_Mango For the " FPS limit while not focused" does changing the "Update in background" option in game menu change anything?
Sep 8 2021
This problem persists on 1.14
Any news on that?
Jul 18 2021
Feb 18 2021
The bug does not affect Timer.
I'm switching all my CallLaters to Timers until the bug will be fixed.
Feb 17 2021
That can explain some weird bugs I encounter.
Nov 19 2020
The problem still happen with 1.10.
Any news?
Oct 19 2020
Be carefull, look at the end of this post : https://feedback.bistudio.com/T149789
Too many classes seems to lead to 'DEFAULT' error.
Aug 28 2020
Jacob_Mango, I tried many many things but still can't figure out how this system works.
I don't have the “null” problem any more (the group is created with a BehaviourGroupInfectedPack) but I think my zombies are still not link to the group behavior because they continue to move randomly.
I looked at SG and Expansion code and tried to adapt config.cpp files (in \IA\, \data\aiconfigs\ and \Characters\) to link group behaviours to zombies but didn't succeed.
Aug 26 2020
Jacob_Mango, thanks. I will dig on that.
Aug 25 2020
Jacob_Mango, I didn't.
Do you have any hint to activate this feature?
I looked at SG and Expansion code but didn't find where configure the infecteds.
Would like so much use this on my Pvzmod Dark Horde.
Nov 21 2019
Verry good idea!
Sep 30 2019
Sep 28 2019
Same problem, can't update my mod :(
Jun 1 2019
Walky Talky with battery seems to have the same problem
May 28 2019
Apr 23 2019
yes it is not ideal but better that nothing (breakpoints and see variables values helps a lot)
Did you succeed on using it ?
If yes, did you encounter the issue I report on the github page?
Sadly I'm stuck I and loose so much time becouse not be able to use things like this :(
Maybe you can take a look at this : https://github.com/maxkunes/Enscript-Workbench-Project-Setup
I did not succes at setting it up (see issue) but I miss so much this fonctionnality. pls tell me if it works for you.
Apr 11 2019
ok I found what was the problem with sourcetree (max txt file size) but the other questions stay valid :
Apr 10 2019
How can I see if a file is core game?
Why there is no problem with the other .cpp?
Why can I double damage on heavy attack but can't modify the other attacks on the same file?