almost the same error
https://feedback.bistudio.com/T163367
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close this thread.
Stable Update 1.14
Fixed: Ignore parent pitch inside PlayerCameraResult
Nov 13 2021
Nov 12 2021
Sep 22 2021
@Arkensor,
Well, finally, we added a command, so much time has passed, thanks for the information that we have added this command.
Sep 20 2021
So much time has passed, and the developers cannot add at least some useful function, the models edit which ones or create updates, where they changed 1 line of localization.
for all the time have not added 1 useful function.
Jul 4 2021
in the updated version 1.13.154.25. the requested features have not been added
May 19 2021
May 14 2021
Additional information, if we nevertheless successfully moved to another body, then it will fail when exiting the server.
May 13 2021
May 10 2021
May 7 2021
Additional Information.
The hit effect function does not work only for AI bots.
dta \ scripts \ 3_Game \ DayZGame.c
function:
void FirearmEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal,vector exitPos, vector inSpeed, vector outSpeed, bool isWater, bool deflected, string ammoType)
Apr 26 2021
Dec 10 2020
Nov 26 2020
you have already created the same report
https://feedback.bistudio.com/T153385
Nov 18 2020
to implement what you need, you just need to use these functions:
ModelToWorld
WorldToModel
RaycastRV
Nov 16 2020
Nov 9 2020
Nov 7 2020
functions partially worked up to version 1.8, and in version 1.8 they completely broke functions.
although in patch 1.8 they wrote that they fixed it, Expansion also had a theme, but they idiots did not see that the functions did not work, and so on.
idiots wrote the countdown, but could not check the functions.
if you just need to change stance watch this
/*
STANCEIDX_ERECT,
STANCEIDX_CROUCH,
STANCEIDX_PRONE,
STANCEIDX_RAISEDERECT,
STANCEIDX_RAISEDCROUCH,
STANCEIDX_RAISEDPRONE
*/
//code
HumanCommandMove command = m_botPlayer.GetCommand_Move();
if(command)command.ForceStance(DayZPlayer.STANCEIDX_RAISEDERECT);
Nov 2 2020
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);
}
}
looked here?
dta\scripts\3_Game\Vehicles\Car.c
class CarController
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 8 2020
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.
Sep 17 2020
//Working version of how to teleport transport now
Aug 25 2020
Jacob_Mango, do you mean in the config or somewhere else in the scripts?
Aug 23 2020
I think it will be enough to add the HandleDamage function as in arma 3
so you can adjust damage to objects with different hit points, up to disabling damage with specific hit points.
and in EEHitBy it is easy to track the damage done at a certain moment, so that you can catch what was shot exactly at the door handle, etc., in general, for many mods this solution is suitable
Aug 16 2020
Jacob_Mango, yes my mistake, everything works, but still a crutch, but thanks.
I called the GetOutVehicle function before starting StartCommand_Script, the player got out of the car, but now I can walk through the textures
in this case, the animation and attachment should have been reset if not a bug. but why should I walk through the air? this is mistake
Aug 15 2020
Aug 13 2020
Aug 7 2020
please move this topic to the dayz modding section, thanks.
Jul 22 2020
what mistake? Are you sure you added the unsigned pbo to the server?
Jul 15 2020
on the server just add pbo with the fix to your server.
Jul 14 2020
here is an easy way to solve this problem
this error is apparently due to the fact that you can not pass the value of const to const.
Add a fix to 4_World
modded class ActionTargets
{
private const float c_MaxActionDistance = 2;
}
Jun 20 2020
I use LinkToLocalSpaceOf for bots, I don’t notice teleportation to the sea, maybe you have zero values in the matrix or something else.
Jun 18 2020
why do you write zero? if you need to use so
AIWorld world = GetGame().GetWorld().GetAIWorld();
if(world) { PGFilter m_pgFilter = new PGFilter(); world.SampleNavmeshPosition(pos,0.5,m_pgFilter,pos) }
Jun 12 2020
added the SetFrequency command to the AbstractWave class for experimental servers 1.08, they probably forgot to write about it in the news.
May 31 2020
May 24 2020
You should know that EnPhysics for ItemBase does not work right now (they wrote somewhere that they will fix it in 1.8), but it only works for the transport and player, maybe even for zombies and animals, but this has not been verified.
May 23 2020
dBodySetMass works fine. the mass changed when creating an object with a dBodySetMass(100), and this changed, with a small mass, the object quickly rolls over an uneven surface, etc.
dBodyGetMass also returns the desired result.