An update was released, but this problem was not fixed(
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Yesterday
Apr 15 2024
Has there been a solution to this problem?
Mar 11 2024
In T179349#2573141, @Geez wrote:Hello everyone.
Sounds like what you want to be using is HumanInputController.OverrideRaise. Here is some example code that works:modded class PlayerBase { override void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
Mar 5 2024
Apparently we won't get an answer)))
Feb 29 2024
It would be very good if you make the OverrideRaise(HumanInputControllerOverrideType.ONE_FRAME, true) function work not only on the client, but also on the server
Feb 28 2024
I still have a question: will the normal operation of DayZPlayerConstants.STANCEIDX_RAISED and the like be fixed?
It looks like DayZPlayerConstants.STANCEIDX_RAISED and the like can no longer be used((
Feb 27 2024
In T179349#2573141, @Geez wrote:Hello everyone.
Sounds like what you want to be using is HumanInputController.OverrideRaise. Here is some example code that works:modded class PlayerBase { override void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) { HumanInputController hic = GetInputController(); float movementSpeed; vector movementDirection; hic.GetMovement(movementSpeed, movementDirection); // Only raise if player is moving if (movementSpeed > 0) { hic.OverrideRaise(HumanInputControllerOverrideType.ONE_FRAME, true); } super.CommandHandler(pDt, pCurrentCommandID, pCurrentCommandFinished); } }
Feb 25 2024
int unit_Raised;
void Raised()
{
HumanAnimInterface hai = m_Unit.GetAnimInterface(); if (!hai) return; unit_Raised = hai.BindVariableBool( "Raised" ); if (!m_Unit.IsRaised()) m_Unit.AnimSetBool(unit_Raised, true);
}
I confirm that after trying to raise your hands, this state is immediately reset