Just FYI - similar way I am doing scripted commands on player and it works. All is based on swim sample at github: https://github.com/BohemiaInteractive/DayZ-Samples/tree/master/Test_ScriptCmdSwim
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Jun 18 2022
Jun 17 2022
Jun 16 2022
When tried debugging, I saw it crashes somewhere between PrePhysUpdate which I see is called and PostPhysUpdate, so assuming it crashes when animal is simulated.
Jun 15 2022
How you calling scripted command in command handler? I have issue with animals in this ticket: https://feedback.bistudio.com/T165943 maybe you can help me figure it out.
Jun 11 2022
May 17 2022
this can be closed, those messages was improved more than year ago
Another useful thing will be implement similar method for setting waypoints like class BehaviourGroupInfectedPack : AIGroupBehaviour, I am trying use that, but its useless for Predators. It will break his behaviour.
Apr 7 2022
It not probably best way, but its at least quick workaround which returns needed functionality.
Its needed mod PlayerBase.
I already found howto fix. Can be closed.
Will that works also for AI config when edit AI groups ?
this way?
Can you put here at least example howto use that operator in config.cpp ? I think lot of modders are tired by reverse engineering and missing documentation.
Mar 11 2022
unfortunately not helps :/
Mar 4 2022
I think its related or duplicate of https://feedback.bistudio.com/T160243
Feb 20 2022
This bug appear again when you added posibility to take dead hen body to hands. Sometimes no action visible. Vanilla server.
Feb 18 2022
In attached video you can see that attaching to vehicle break hand inventory and attaching to train(housenodestruct) is fine
Looks like you found it. Problem not occur when player linked to localspace for example house, but only when linked to vehicle.
I will try make minimum setup and let you know. But its very strange that it worked for months and now stopped working. Something with inventory was touched by devs probably. I saw also some 1.16 inventory fix mod from Spurgle in workshop.
Feb 16 2022
Oh, many thanks for yours hint, now I am able detect MCK, I did that change in my config.cpp
Thanks for hint, I will try modify my config according yours example
Ahaa you looking in your mod for specific folders from others mods too
and that detection using #ifdef just stopped working again in 1.16
sorry but you probably not understand how it works - that #define is defined in Much Car Key mod and I am only detecting using this preprocesor variable if mod is present or not in my mod
no #define MuChCarKey is in Much Car Key mod, this way my mod detecting if much car key mod is present or not
class CfgPatches { class CarCover { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { #ifdef GAMELABS "GameLabs_Scripts", #endif #ifdef BASICTERRITORIES "BasicTerritories", #endif "DZ_Data", "DZ_Scripts" }; }; }; class CfgMods { class CarCover { dir="CarCover"; picture=""; action=""; hideName=0; hidePicture=0; name="CarCover"; credits="Hunterz, Lusk-Lynge, Spurgle, Funkdoc"; author="Hunterz, Lusk-Lynge, Spurgle, Funkdoc"; overview="$STR_carcover_overview"; authorID="0"; version="1.0"; extra=0; type="mod"; class defs { class gameScriptModule { value=""; files[]= { "CarCover/Scripts/Common", "CarCover/scripts/3_Game" }; }; class worldScriptModule { value=""; files[]= { "CarCover/Scripts/Common", "CarCover/Scripts/4_World" }; }; class missionScriptModule { value=""; files[]= { "CarCover/Scripts/Common", "CarCover/Scripts/5_Mission" }; }; }; }; }; class CfgVehicles {
hmm #ifdef TRADER also not found it now in 1.16
maybe only capital letters in name of variable?
1.16 again break something which worked before
Feb 4 2022
Please add hidden selections to camonet packed, and also for all proxy camonets on wall, on tents and will be great also on static objects
Jan 31 2022
this will be very useful for animals too
Jan 27 2022
Dec 17 2021
Nov 28 2021
Example use case
Nov 27 2021
Nov 8 2021
+1000
Nov 6 2021
Nov 1 2021
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.
I can listen sound, only that event is problem.
This file fire event everytime as expected.
This file fire event only once
Oct 26 2021
plc close looks like some mess in my code.
really need that event works correct because want know when sound was ended
Oct 6 2021
not counted, just saw that message multiple times and think will be nice increase that limit little bit if possible
Sep 28 2021
Sep 27 2021
Also StartCommandAttack in DayZAnimal will be good with parameters of target entity like have DayZInfected.
Sep 26 2021
Will be very useful also set target position, or entity, allow change behavior like calm, aggro and do at least some documentation for ai methods in vanilla code. Extending animals methods with bone transformations like have player and infected, also related methods from dayzinfectedinputcontroller. Modding animals allow modders add rideable horses, pet animals and so on. Please try on some next update reveal some methods for modders. Thanks
Aug 14 2021
Jul 15 2021
Hmm looks like it works this way only on my local server :/
Experimenting today and looks like required addons acts as soft depedency, when requied addon is not present server start without complains. When wants see defines from other mod, must add it to required addons and the are these defines recognized in my mod.
Jul 14 2021
For example from yesterday updated of MuchCarKey I cannot detect this mod in my Carcover. But Helkiana using in his mod same method, just create common folder, which is every time loaded. Before yesterday update of his mod all working smooth.
Jun 30 2021
Jun 27 2021
Problem is also GetRandomElement() from array...
Jun 8 2021
Apr 13 2021
ok understand, thanks
Jan 30 2021
Dec 31 2020
Hehe, already created mod for this :P
Dec 15 2020
There was mod perishable food, and now is similar mechanic in vanilla game.
Hmm, but game is still developed. Getting new features and mechanics. Why not parenting to vehicles?
Dec 14 2020
I think raycasting is very expensive and propably consume too much server power.
Nov 30 2020
Nov 15 2020
Nov 5 2020
Please update wiki, there is also need add overview entry into config.cpp of mod, then will start this feature. Also regarding localization there are need update of wiki. Use strings like $STR_yourmodname_overview and add it to stringtable.csv. Then everything started working.
Oct 21 2020
I think not good idea change some already defined behavior. When I talked with Sumrak, they told me that BI want maintain backward compatibility.
Aug 30 2020
Jun 5 2020
any progress on this "trivial to fix" bug?
Jun 3 2020
May 24 2020
Its fine someone use and read source code of my RoadTrip mod :P
May 10 2020
When I tried attach magazine to CZ527, got bugged weapon. I did with CZ527 and Mag_CZ527_5rnd. Others rifles like AK works very well.
Apr 29 2020
Ok thx.
maybe AddChild/RemoveChild will work same way, idk not yet tested...
Mar 29 2020
Mar 16 2020
Look to other links which I added to this issue. I think problem is not syntax. Problem was reported on MuchStuffPack, MassManyItemOverhaul, Treasure. Interesting is reply of Helkhiana: there are propably too many mods referencing that UaMaxDistances.DEFAULT..... comments from 3.march on his mod MuchStuffPack.
I think there are maybe some limit to modded actions. My modded class:
Mar 15 2020
I testing only together with CF, Zomberry and Treasure mod and this error not appear. Also my mod is on several server running without problems.
Excactly same error are reported on others mods. I think it is some problem of modding interface.
Mar 14 2020
Mar 2 2020
Thank a lot Jacob_Mango!
Feb 19 2020
Still present in 1.0.7