In general, the situation is this: with the help of these commands, the weapon is raised, but is immediately cancelled, as if something is canceling the raising of the weapon, but I still can’t understand what is preventing the raising((
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Feb 19 2025
Feb 18 2025
Feb 17 2025
This also doesn't work unfortunately(
Oct 21 2024
I wonder if the ForceStance feature will be fixed?
Jul 31 2024
Are there any ways to solve the problem?
May 27 2024
An update was released, but this problem was not fixed(
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