Very good other examples of ActionContinous which would benefit from this toggle.
It's really needed.
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Fri, Nov 1
Aug 9 2024
Aug 8 2024
Jul 18 2024
@Geez Any news on this bug issue?
Jun 9 2024
I just wanted to add something I've noticed. It's related to FindFirstFreeLocation
May 30 2024
Apr 30 2024
There are all kinds of things we can learn from unbinarized models. One example is memory points positions.
A lot can be learned at beginning by just mimicking vanilla even if it might not all be best practices. Those get improved in time as you learn and discover things. That's how i started with modding. Mimicked vanilla and other mods and improved over time after understanding what I'm doing.
It has been almost 5 months since the ticket has been made. Asking for an update close to half of year is not unreasonable.
I am trying to open a discussion between DayZ devs and modders.
Apr 29 2024
Hello @Geez Sorry for chasing this. It would be nice to get an update on where we are with this request.
Mar 3 2024
Adding to this issue as I discovered another weird behaviour.
I have a custom child of GardenBase (a greenhouse) and the "growthTimer" doesn't actually trigger the function CreatePlant
This seems to work on GardenPlot. I do not modify these functions or anything referenced in them.
I don't see why we need the timer there as we instantly create the plant when the order of planting is inversed.
If we plant seed, then water, we create instantly.
If we water first, then plant seed, we use timer.
Jan 16 2024
Thank you for the reply. Even knowing it's an ongoing discussion is good info. Appreciate it.
The ticket has been in "Reviewed" for 2 weeks now but there hasn't been any updates in a text format as to what this status means. Just a friendly boop reminder. I'd be grateful for some info.
Dec 15 2023
In T177818#2544757, @Hunterz wrote:I can imagine shitstorm to BI when someone modified some building, player will be glitched in new badly maked room and make report to this bugtracker and waste time of QA people here. For me will be sufficient when all models will have at least hidden selections to allow at least retexture.
In T177818#2544834, @d146ales wrote:A pack of samples for every item in each category would come handy or as @BadLuckBurt said low quality lods. I myself would rather prefer work on the Workbench and AIs, so we can add more diverse and special AI with different/special behaviours
btw dont call this a request from all modders when its just a group of people(dont want to start a drama or something just saying)
Dec 14 2023
In T177818#2544230, @RedFalcon wrote:My thought would be to leave the entire thing as it is now with the general public (vanilla models are binned, you can't republish vanilla models to the Steam Workshop). Then have a path for modders to be 'registered' and have a Modder Portal where they could get access to the unbinned vanilla models and the authority to modify/republish them on the Steam Workshop. This allows modders to continue to use purchased mods (from CGTrader and such) and still abide by the licensing agreement to protect the purchased model assets, yet expand on the models contained with vanilla DayZ.
In T177818#2544568, @Hunterz wrote:I think that is not possible due intelectual property and licenses. Lot of modders already debinarize models for learning purposes. In my opinion its not needed take care about this ticket. There are already lot of assets from arma2 which can be modified and imported into dayz. More important in my opinion is documentation of engine, exposing more useful methods in API and fixing bugs not only game but workbech (crashbench) as well.
Dec 12 2023
💥 Join the revolution! Time to change and make DayZ even better! 💥
In T177818#2543887, @ItzMikeDocherty wrote:1 thing I would really love to see from this is modders having the ability to change vanilla buildings. I think there is a lot of potential in DayZ to change building interiors and create a bunch of new verities from that. I understand that it's a lot of work from the devs but giving that opportunity to the players would be really sick
Oct 22 2023
Sep 21 2021
i wish they would have posted here about it too :D just tested it and it seems to work well so far
Jul 22 2021
Jun 8 2021
May 5 2021
Hello. The relog did fix it. It allows me to water it again but it's only using a bit of water. There seems to be inconsistencies with the synchronization. I have seen more weird behaviour when watering and slots drying out.
Apr 23 2021
Apr 6 2021
Jan 29 2021
Back when 1.10 exp came out, I did extensive testing and I wasn't satisfied with the testing results of using modded the way you did. It's been a while and I can't remember which scenario failed. The devs have now implemented a new way to override in 1.11 as posted in patch-notes for this ticket specifically. I know of it already :)
Jan 5 2021
The mod now has close to 200k subscribers. This should emphasize the importance of fixing this issue which has been around for way too long. With 1.10 update it was made actually again worse because I cannot override just a couple scripts, I have to override the whole ItemBase folder. This means any updates from DayZ in that folder I must update mine as well...
https://steamcommunity.com/sharedfiles/filedetails/?id=2225837273
Sep 25 2020
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.
has the logic in CanPutInCargo, CanReceiveItemIntoCargo and CanLoadItemIntoCargo for clothing been revised as well?
@Geez
Mind sharing the solution?
Sep 18 2020
this is affecting clothes only. whether they can take items inside inventory (if in cargo it won't) and if the clothes can be put inside inventory of anything (if it has items inside then you can't put them in another inventory). simplez
exactly as lava76 said...
These checks are for clothing, not Container_Base. Nesting of containers is very different issue. Even so it shouldn't be so hardly enforced on us.
Sep 11 2020
@Geez I bring this to your attention as it's been now quite a while and nothing happened.
Jul 19 2020
@Jacob_Mango Even though it doesn't make sense why you couldn't, it just doesn't work to mod Clothing class.
Jun 17 2020
Jun 5 2020
May 23 2020
Feb 13 2020
found this const int MAX_CONCURENT_RECIPES = 20; in PluginRecipesManager which kinda explains the threshold but obv not the client crash
Feb 10 2020
Feb 6 2020
Jan 30 2020
thank you. i've seen the change in 1.07 experimental. should we make a new ticket for the suggestion of being able to add/remove slots through script?