Have you verified 'DayZ Tools' through steam? Maybe try deleting the workbench executable and then verify.
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Jun 1 2022
May 30 2022
Feb 8 2022
Jan 28 2022
Dec 26 2021
That is a community wiki so anyone can edit that as long as they have an account.
Nov 18 2021
Just keep retrying until it works. AFAIK that's what BI also does.
Nov 3 2021
Weapons are unfortunately limited to the player simulation rate of 40hz and not independent to the server frame rate.
Oct 17 2021
In T153090#2247242, @Setman wrote:Update
It seems like when @DayZ-Expansion-Licensed;@DayZ-Expansion-Bundle; just got updated I am now able to add more mods for some reason. Works great now.
Oct 2 2021
Sep 29 2021
That's it, refing it all the time.
Sep 21 2021
For the " FPS limit while not focused" does changing the "Update in background" option in game menu change anything?
Sep 19 2021
Also, a way to remove (or change) the FPS limit while not focused on the game. Currently, it is set to 19fps.
Sep 7 2021
Well, Expansion-Vehicles and Expansion-Market are going to be getting an increase in the number of scripts soon, sorry about that. There will be an active effort to reduce the number of scripts in the future though once we know what needs to be reduced.
Aug 29 2021
Aug 26 2021
So glad I switched to PS4.
Aug 2 2021
Use "c".Hash() where "c" is any input string of length 1
Jul 1 2021
Works fine for me.
May 15 2021
Mar 19 2021
Imagine thinking I have private admin access to the feedback tracker because I can delete my own comment 😂😂😂
Mar 18 2021
Feb 13 2021
Do servers even stay up for that long??
Dec 7 2020
Just tested with @DafixCz's mod list. Again, in Stable, hard freezes on "server core", in the new Experimental patch, it goes past that stage.
Used the following mods directly from the '!Workshop' directory.
Dec 5 2020
Nov 25 2020
Nov 22 2020
Nov 21 2020
Duplicate of https://feedback.bistudio.com/T155225
In T134289#2130363, @Lex wrote:How was it possible to return the error that was fixed before, it was about a year ago or more?
Nov 11 2020
Oct 27 2020
Doesn't work @komer for anything but gear changing. Even when following the instructions provided from a duplicate feedback tracker link
Oct 26 2020
They probably are intending you to use the new JSONApi from now on.
Oct 21 2020
Doing this will save hassle with backwards compatibility in the future @Hunterz as the devs add more classes slowly
Oct 13 2020
Probably a workaround fix against this issue https://feedback.bistudio.com/T150534
Oct 8 2020
@Arkensor each template is a new class.
Sep 26 2020
The issue has been fixed internally and the fix will appear in one of the future updates!
Sep 25 2020
Sep 13 2020
Nothing you nor Bohemia can fix. This is an issue with sub-par created/packed mods.
Aug 26 2020
Aug 25 2020
Did you configure the Infected you're spawning to use that behavior? By default they don't use that, it's what the Survivor Games Infected used though.
Video of the issue happening on an experimental server (@Helkhiana twitter)
Aug 24 2020
Aug 19 2020
After further testing, it seems that this issue can be resolved.
Aug 17 2020
Aug 16 2020
Did you wait for the HumanCommandVehicle to end before calling StartCommand_Script inside one of the Command Handler override methods, you can check that by seeing the current command id and checking if that command was finished using the boolean. This method works for me as was intended.
I highly suggest just opening up the 'player_main.aw' animation workspace file and then looking at how the graph works to wrap your head around why it is just not possible to "reset" animations after a command has ended.
It is not a bug with HumanCommandScript. The reason this happens is because HumanCommandVehicle::GetOutVehicle (or equivalent) was not called before the command change. This is done by design to allow the player to enter the command HumanCommandUnconscious while still being attached to the vehicle. If you want to be detached, call HumanCommandVehicle::GetOutVehicle.
That is the intended behavior for how that method works.