@Geez Hello. Any news on this?
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Mar 16 2024
Sep 25 2023
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Sep 14 2023
In T175429#2499276, @5treet wrote:Hello,
I found a mod that registers the object animation in PlayerBase, as you mention, so is this a problem? Is it possible that the crashes are caused by this? We never had crashes in <LOAD EXISTING CHAR> <RESPAWN NEW CHAR> before 1.22 HOTFIX 1 from BI. And we use this item before 1.22, is possible to crash apear right now?modded class PlayerBase extends ManBase { override void Init() { if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) { DayzPlayerItemBehaviorCfg fireArmsItemBehaviour = new DayzPlayerItemBehaviorCfg; fireArmsItemBehaviour.SetFirearms(); DayzPlayerItemBehaviorCfg toolsOneHanded = new DayzPlayerItemBehaviorCfg; toolsOneHanded.SetToolsOneHanded(); DayzPlayerItemBehaviorCfg twoHanded = new DayzPlayerItemBehaviorCfg; twoHanded.SetTwoHanded(); GetDayZPlayerType().AddItemInHandsProfileIK("Custom_Item_apple", "dz/anims/workspaces/player/player_main/player_main_1h.asi", toolsOneHanded, "dz/anims/anm/player/ik/gear/apple.anm"); } super.Init(); } }
Ok I figured out (seems like). We can apply bitwise operations to constants like here
I can tell this might but not must be releated to how items animations are registered in some mods. If they are registered in PlayerBase class - expect LOAD EXISTING CHAR crashes, because such registration was a workaround years ago and some modmakers here and there sometimes take this as a reference.
Jun 7 2023
Jun 7 2022
Jun 4 2022
The problem exists but here are some workarounds:
You may want to use PreferredViewDistance method before this two (keep it to the same distance). I've got some crashes without doing so.
- Delete DayZ folder in MyDocuments.
- Be sure to update video driver.
- Be sure to have swap file size set to auto or to couple gigs.
- Try another launcher or try connecting to a server directly from the game.
Feb 1 2022
Aug 5 2021
Jul 19 2021
Did some more testing. Vanilla AreaDamageOnce with my setup did call damage event when leaving a trigger aswell. And it should not because damage dealing is bind to OnEnterServerEvent. So even withour doing another debug I assume this method isn't called properly.
You may want to link this mods via RequiredAddons in config.cpp, so one mod will require another to load first. We had same troubles and those steps did help.