Create a new mission and load that one instead. Don't touch the vanilla mission
Mon, Jan 20
Thu, Jan 16
Tue, Jan 14
Tue, Jan 7
Nov 6 2019
Nov 2 2019
I found a workaround but it's time consuming and will break compatibility with other mods. We are going to use that hack fix for Expansion and break compatibility with other mods.
Oct 12 2019
Oct 8 2019
That is because server performance went ever worse with 1.05
Oct 7 2019
When a physics frame time supercedes 1/40th second the vehicles behave erratically.
Oct 5 2019
Apparently has been broken since 1.03
Sep 30 2019
Ok found the problem. You can't have a ScriptInvoker as a member variable within the class.
They can't be declared as const.
Sep 15 2019
pls fix :)
Sep 13 2019
-ignoreMod is not a planned feature IIRC so this will never be a problem.
Sep 9 2019
Sep 8 2019
"One of which was spawning the player in the ocean and godmoding him then providing his gear, and spawn position, and toggling god mod off. "
Aug 17 2019
Whatever you put into the inventory gets removed from the world. The inventory is not always placed where the wardrobe is but anywhere in the house.
Aug 16 2019
Fixed in an offline environment in 1.05 Experimental.
Aug 7 2019
Try multiMap 3_Game\DayZ\tools\tools.c
Jul 20 2019
The actual joint working in action
Jul 17 2019
Doesn't work when called on Remote Entities for the Client
Jul 8 2019
Could we instead then get a new class that can be modded and used that inherits from DayZPlayerInventory similar to how DayZGame class exists for the CGame class?
Jul 7 2019
I would like to open this ticket back up because there is a specific class that can't be modded but should be which is DayZPlayerInventory.
Jul 2 2019
Jun 29 2019
Jun 22 2019
The problem is fixed in Expansion, yes.
Jun 21 2019
Make private please so I can send the minidump file.
Jun 20 2019
Would allow my COT windows to behave much better so they function like windows and I can have a foreground window with everything in the background.
Jun 19 2019
Jun 18 2019
To confirm if it is indeed fixed, would you like us to send you the scripts for DayZ Expansion (3.67 megabytes)?
Just noticed Arkensor wrote "Disable limit on how many folders can be created per directory" instead of "Disable limit on how many files can be created per directory"
Jun 17 2019
Make it a toggle, don't remove it. Some people (myself) use it.
Jun 8 2019
You can't use it on floats, only integers.
Jun 6 2019
Jun 4 2019
May 24 2019
A modder who is making a mod that creates random events could broadcast to all listening RCON clients of the server that an event is happening. Some server owners would like to have RCON notifications of those modded events happening in game and this would allow that.
May 23 2019
Oh no as in so we should be able to make our own in script.
May 22 2019
May 19 2019
Fixed in 1.03.
May 18 2019
May 16 2019
If it is indeed to problematic (I don't see how), can all the files in the DayZ scripts.pbo also be moved into a DayZ subfolder in all the modules?
May 8 2019
Actually new idea.
May 2 2019
My use case for the ability to edit every house is properly add a proxy to all the doors so I can attach an object such as a code lock.
Apr 28 2019
Apr 27 2019
Just use the passed in mod parameter to split the files.
Apr 25 2019
deserves to be punished
Apr 22 2019
Apr 17 2019
Close the task @rVn, already sorted out.
Apr 15 2019
Apr 3 2019
Is localizing mods commonly requested/desired thing?
Mar 27 2019
Feb 15 2019
Mov3ax or Salutesh will make a bug report (or already has) later with more information about it
Oh also worth noting but probably best for another report, having long localisation names (or fields, not sure, wasn't the one that tested) can result in the action tool tip (Drink Water, Build Wall, Open Door and such) to not appear. Might also break other UI's. Probably due to if the text over extends the width maybe?
🤔 Arkensor special powers confirmed?
Feb 2 2019
I'm sorry I didn't report 6 months ago when I was aware of it :(
Dec 21 2018
5MB is still way too small. Instead of doing it per individual file size, make it so there is a cap of 500mb per folder.
Dec 4 2018
After further testing the collision disappears on server restart.