I have the same problem and the same behavior.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
All Stories
May 1 2024
I have the same problem with the HUD showing shortcuts to items.
All you have to do is restart the server you're playing on, and when you come back the HUD will be gone.
The ways to fix it have already been mentioned above.
@Geez We still hope you will share any tips with us
In T177818#2600164, @d146ales wrote:There is ways to see binarized P3ds, as a text form from Mikeros Eliteness or as complete debin tool, i dont see a reason why not to use them for learning purpose. The tools arent hard to find (simple google search found it) if you want to invest a time in modding.
I think its in 1.25 allready fixed.
Annual Report: Same Char, same Bug.
I would like for this to stop
@designful
whatever the "base lag" is caused of - it is reduced alot with the modded containers.
Yes such things are possible and Eliteness does get you part of the way, but the point is that debin tools are not actually allowed (despite their availability). The main thrust here is to make such things legit and sanctioned rather than a "don't ask, don't tell" policy.
There is ways to see binarized P3ds, as a text form from Mikeros Eliteness or as complete debin tool, i dont see a reason why not to use them for learning purpose. The tools arent hard to find (simple google search found it) if you want to invest a time in modding.
Yes, this is no longer an issue.
The game no longer freezes like this!
My friends and i have been killed by a hacker using aimbot and silent shots in Official Server LA 5291
Apr 30 2024
More thought definitely needs to be given to encouraging team play and not incentivizing solo-ing. One issue I see with the current use of spawn radios is that a single player can create a locked group of 1, and use all 10 spawn tickets. They can move onto another location, leave the radio behind and just create another locked group with a new radio so they don't have to travel to the depleted spawn radio to un-deploy it.
Would anyone else like to see this fixed?
In T180246#2597877, @dedmen wrote:createSoundSource already takes array.
Can we just add a "localOnly" parameter to it? should be fine right?
Another example:
There are all kinds of things we can learn from unbinarized models. One example is memory points positions.
A lot can be learned at beginning by just mimicking vanilla even if it might not all be best practices. Those get improved in time as you learn and discover things. That's how i started with modding. Mimicked vanilla and other mods and improved over time after understanding what I'm doing.
"3.Modders can learn from vanilla models about good practices..." you think of them way too high dude ;) Believe me, not everything is so shiny in that town )
FIxed in Dev build 151757.
We suggest to try disabling one mod at once to try to find the one that is faulty.
in this case, how can I find the cause of the server crashes? they weren't there, then they appeared. Perhaps there are some tools or ways to identify the cause?
¨Hello GluttenFreeVapes.
Is this still an issue at the moment?
Hello! I attached a video. Is this the result of a change in the collision of trees and will they remain so in the future?
Hello everyone.
Currently we do not plan to provide the unbinarized models. This might possibly change in the future.
This would be awesome
It has been almost 5 months since the ticket has been made. Asking for an update close to half of year is not unreasonable.
I am trying to open a discussion between DayZ devs and modders.
I am very pesimistic with this ticket. It will open pandora's box if will be not refused. And honestly making pressure for answer is not good way in my opinion.
Sure, but they already do that with proper cheats bypassing SQF and creating own shot messages. Is it really *that* much worse than creating shots with createVehicle and createVehicleLocal? You can already do a lot of mess with {createVehicleLocal ["HelicopterExploBig", getPos player, [], 0, ""]} forEach allPlayers and its not even logged in createvehicle.log. (Censor this if needed)
Hello Helkhiana.
Unfortunately no new information I can share.
Everything have limits, for example 8bit computers can have 65536 bytes of memory. RV engine have limits you met with that model/skeleton. I am not dayz developer, so i dont know which limits you reach. Its life, nothing is unlimited.
Hello Romanof7.
Can you please try the following?
@Hunterz What do you mean by saying reached limits? Which exactly limits? And no, one of them hasn't reached any limits and works fine. That is what I am talking about. Two pretty similar models and the first works, but the second doesn't
Thank you, we will investigate with BattlEye.
Regards,
Geez
Ref https://feedback.bistudio.com/T180805
Chains of skippable addons are not supported
It is what I mentioned here
https://feedback.bistudio.com/T172179#2447268
Those models just reached limits of old RV engine.
It would be so nice if people from BI would say "Guys do not do it this way, make sure you've clicked on that button and check if you ... bla-bla-bla" :)
@Hunterz as I wrote above definitely the issue persists because of something, and I agree that it can be related to RV implementation. But for me as a developer, some aspects are still unclear. Why do those two models have different behaviors, what exactly causes it, and how can I avoid them? I mean understanding the problem is half the way to solving it
This seems it would just make it easier for cheaters to post bullets impersonating other players.
Won't do.
Please follow https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Same crash, fixed in todays profiling branch update
Just read something about history of dayz and arma. RV is name Real Virtuality engine which was used in arma2, arma3 and his artifacts are still in dayz. Dayz is mix of both engines. Issue you have is coming from old RV engine and his limitations. Thats why are all fine in anim editor, which use enfusion only.
I just googled that RV is old Real Virtuality Bohemia's engine, but it still doesn't explain anything) I understand if something works and something does not there is some difference between the two. But I can't find it and want to know what exactly we have to do to avoid this issue
Hi @Hunterz I am not sure what exactly RV means. Also about any limitations, what exactly can cause those limits? I have 2 very similar models (the first is broken, the second is fine) they use the same skeleton, same xob, same anims, same selections, same bones, their names, and their amounts. The difference between them is the 3D mesh and vertex weights. The broken one even has fewer polygons and vertices. For me, it doesn't look like I reached any limitations but the issue still persists
DayZ is mix of old RV engine and new Enfusion engine. This is problem of artifacts of old RV and his limitations.
I have posted my concerns about this as well and feel it still needs refinement. One issue is that FIA counts as enemies, this in theory is fine, the issue is that FIA can often get stuck in odd positions. A good example is the St. Pierre Coastal point. FIA can get stuck in the water or under the map and this prevents the point from being able to be built on.
"Enemy in the area" does work both ways, one tactic that the defenders use now is to often check build privilege as a sort of radar to know if someone is hiding or nearby. I really don't think this mechanic is all that much better than the previous solutions and both present their own issues.
Apr 29 2024
Hello @Geez Sorry for chasing this. It would be nice to get an update on where we are with this request.
For official servers*
Would also like to bump this, and add in that players are still building ovens on the middle of ladders which makes it impossible for players to climb past it, and therefore making apartment bases impossible to raid. I imagine removing the physical hitbox would fix both these issues.
UI to texture rendering failed. The rendertarget didn't exist. I don't know how that happened I never saw that before. I added a safety check, won't happen again after tomorrows profiling branch
Resolved internaly for the stable version.
Regards,
Geez