Im talking about the one that can be used for belts or plate carrier.. i should have been more clear on that
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Sep 4 2024
Item collision checks have been an issue for forever.
Are you using an amd card?
Well, the ones in dayz are 100% leather, or fake leather.
i havent installed any mods recently. My graphics card driver are up to date. Should I delete all of my mods and reinstall them.
it might be a mod try reinstalling mods that you might have recently installed that might be the problem if not that maybe its your graphics driver needs to be updated or reinstalled those should work
I did it still dosent work
how about you go to to game right click it if on steam the dayz game and go to properties and than click installed game files integrate game and verify the game integrated
not all of them bud in real life they are made from all sorts of stuff
holsters are made from..... leather..
MBT_02_Engine_EXT_Burst_Sound(Shader)Set and MBT_02_Engine_INT_Burst_Sound(Shader)Set also do not exist, however the sound files is existing in data
Plus not added to soundSets(Ext)Int={}; of MBT_02_base_F and MBT_02_railgun_base_F classes
Leading hypothesis most likely it seems either some data is lost/corrupt when transferred to perforce from the other users. or some setting the other users have is different.
merci de supprimé ce manifeste je l'ai passé en privé cordialement
Sep 3 2024
It can't possibly be intended.
This has been an annoying bug since around 1.21, Pretty sure I have an open ticket for this.
AI are capable of reaching behind to hit players.
In T183911#2661955, @MyrthGraal wrote:In T183911#2661935, @Haas wrote:The nerf is massively needed but not in its current form.
with maximum slot bags and clothes, you can carry 3 full size tree logs without it impacting your speed other than general weight reduction to stamina.
or you can wear nothing at all and have one log in your arms and you can only walk, barely walk at that.The inventory needs nerfing, however it needs to factor in size of items on console.
for example, vests should not be allowed to carry full size guns in plate carrier pouches etc.number of slots taken as an inventory system is a poor system and very out of date.
I see no difference for the "size of items on console" as on PC you have to actually rotate and organize your items to fill in the weight and on Console it just has an weight indicator which makes it no different than pc and both work the same with no advantage over one another.
In T183911#2661935, @Haas wrote:The nerf is massively needed but not in its current form.
with maximum slot bags and clothes, you can carry 3 full size tree logs without it impacting your speed other than general weight reduction to stamina.
or you can wear nothing at all and have one log in your arms and you can only walk, barely walk at that.The inventory needs nerfing, however it needs to factor in size of items on console.
for example, vests should not be allowed to carry full size guns in plate carrier pouches etc.number of slots taken as an inventory system is a poor system and very out of date.
I can confirm this is an issue for us as well, we would love to see a prompt resolution. These delays are detrimental to our users' experience on websites that rely on data sent from DayZ Rest APIs.
The nerf is massively needed but not in its current form.
with maximum slot bags and clothes, you can carry 3 full size tree logs without it impacting your speed other than general weight reduction to stamina.
or you can wear nothing at all and have one log in your arms and you can only walk, barely walk at that.
it's in the same class. Why would I use protected there. If the TestMethod was private and I get an error, that would make sense, but not here. ThePrivateMethod is private and I call it from the same class @Traqu
Shouldn't you use protected instead?
answering to the first issue but just saw your new comment
someone cracked your code and took over the base
I was not aware of getShotInfo, I think it be good to keep in line with it so setShotFuseDistanceLeft and setShotTimeToExplosion sound reasonable.
Sep 2 2024
however when I have made roads via spline generators. I am not having any issues. When I save and close reforger tools, and open it back up, I still get the roads as shown here.
I look at the roads and runways in question and under their generator entities, the editor Only is checked // object properties > general >Flags
this screenshot shows it also seems to affect runways, and both file paths for either roads /runways coming from prefabs > WEgenerators OR prefabslibrary generators we seem to get the same results.
Looks more like you got shot, probably by a cheater
Hello, I am in a very unusual situation because after building the database, for some strange reason, after a few days of absence, the code lock was changed from 3 digits to 4 digits, can it be changed? It is a bug that makes me unable to leave the database.
Definitely a transparency sorting error, if I was to hazard a guess I'd say there is no backface culling on the window leading to 4(?) transparencies being rendered at once, in the order of front-face, back-face, front-face, back-face, Whereas it could just be two front face transparencies instead.
Plus one error MBT_02_Servo02_Int_SoundSet missed in soundSetsInt={}; of MBT_02_base_F and MBT_02_railgun_base_F classes
Yeah I just logged in there’s no problems whatsoever
4287 is perfectly fine for me, I think your internets just bad
I'd add shot into command name to distinguish it from triggers. Also maybe use same names as titles for values in https://community.bistudio.com/wiki/getShotInfo ?
I did and it was still no dice.
My internet connection has been upgraded to a fiber optic one, with a very decent connection speed.
The stuttering still persists when 10+ compositions are subscribed from STEAM.
if (objectcurators _logic isNotEqualTo []) then { /* ... */ };
;-)
@Geez This has been open for a year now and it seems the first bug at least got fixed, but still using private is very impractical at the moment (see the second post), especially because using getters and setters adds additional cost, because invoking a method is rather slow in DayZ and there are zero optimizations done when compiling the code
Works on Windows at least:
stable: S.O.G. Prairie Fire | vn | false | false
profiling: S.O.G. Prairie Fire | vn | false | true
Sep 1 2024
https://youtu.be/sJ8w1aCT3zg unlisted video to demonstrate incase the attached dont load.
@Yamachinu
All true, but rank-dependent loadouts will require a complete revamp of ranking system. ATM you rank up faster when capturing empty bases (on servers with no AIs) or killing AIs than when building and resupplying.
Building stuff and doing supply runs should make ranking up 3x faster than capturing or killing.