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- User Since
- Jun 21 2015, 9:43 PM (361 w, 6 d)
Mon, May 23
Yes this, also being able to drag out script files into seperate windows like you can with some configs etc ... I have no idea how on earth BI devs were able to make a game with this little IDE functionality :)
Wed, May 18
Apr 7 2022
@Hunterz it might help others if you could tell them how you fixed it :)
Feb 18 2022
I have tested this with my mod both in singleplayer and multiplayer and it seemed to work fine. Not really sure if it is broken. Can you double-check by making a minimal setup that does nothing but attaches you to some entity (preferably not modded) and see how that goes?
Jan 28 2022
Pls fix.
Nov 8 2021
Casting to a different base class is not possible by design. ItemOptic and "SomeClass" must have a common base class. e.g SomeClass : ItemOptic.
Changed applied to base classes like ItemOptic via the modded keyword will also be visible to a casted instance.
can you please provide code examples for what you describe? Unfortunately, I do not understand what you are trying to suggest.
Yes, the strings need to be localized via the stringtable.csv.
Oct 26 2021
Oct 6 2021
How many is the limit based on your testing?
Oct 2 2021
Sep 21 2021
@komer ... except they just added that to class Object ...
Sep 18 2021
Sep 16 2021
Aug 8 2021
Jul 13 2021
Jun 30 2021
The mod load order as well as script module order 3_Game -> 4_World -> 5_Mission can influence which define is present at which time. In my experience defines work as intended if used correctly. Do you have a minimal example setup where it sometimes works and sometimes does not?
Jun 16 2021
Jun 8 2021
Jan 8 2021
I suggest you check what is returned when you want to read the string. I would imagine that that will be also damaged.
Dec 15 2020
You will have to manually do this for every interaction you want to perform. AddChild / LinkToLocalSpace are not part of the normal gameplay and as such would require quite an extensive overhaul of the vanilla scripts.
And since it is certainly possible to achieve this already through modding less than 5 classes (I know cause I did this already), I do not see much priority for this to happen for the official version.
Nov 26 2020
Add in a separate Building::SetDoorDisabled(int index, boolean disabled), which freezes the door in whatever state it was before.
Nov 21 2020
Nov 14 2020
I would not expect something to happen quickly in this regard.
Nov 4 2020
The problem with the server.cfg is that it contains sensitive data that malicious mods could access. Such as Rcon access and admin password.
Oct 19 2020
This is indeed an issue since most modders are too lazy to think about cross-compatibility. I am not sure what the best solution would be.
Having all Cfg entries as script classes might not work out well in terms of startup time and performance. There are quit a lot of them.
Oct 8 2020
No error, because the variable can exist in the global namespace, in the class as a field and inside a function both as a parameter and as a variable declared in the body.
That is alright in other languages as well. (C#)
@Geez how many more valid bug reports until I unlock the golden feedback tracker?
I disagree. This needs no "fix" and the limit is way above anything reasonable all modders combined could ever create.
Sep 23 2020
Sep 21 2020
Sep 19 2020
Sep 17 2020
Sep 15 2020
perhaps my report has been misread? I gave examples for both working and non-working. I have just run this code on the latest DayZ build.
It is simplified more. I was testing various things. For this issue we can boil it down to the following:
Sep 12 2020
Sep 11 2020
@Geez just in case you overlooked this one :)
Sep 10 2020
Sep 8 2020
Aug 28 2020
Aug 27 2020
Aug 4 2020
Jul 18 2020
Have you tried to just make the initial object much bigger and then shrink down the BBox?
Jun 12 2020
Yeah, I forgot I made a ticket about it :)
May 23 2020
Can you please try to call objectinstance.Update() on each frame while it is rotating and see if that fixes something for you?
May 11 2020
I have experienced this as well and can confirm that the "hide" animation type does not work as expected.
Apr 29 2020
Yes @Hunterz Add/RemoveChild does exactly what link-local-space does for Humans.
Apr 13 2020
No, you do not define the model path or the scope. Just what I put in my example
You add that in your config.cpp and be done with it. The name is the name of the p3d
class CfgNonAIVehicles { class StaticObject; class Static_Train_Wagon_Tanker: StaticObject {}; }
The target object can now be treated as any other typed object. GetName() also works there, you do not need to add your own function for that.
You can get the position from static objects just like with any other object. They also certainly appear in GetObjectsAtPosition3D because I use that on various occasions
Apr 11 2020
Yup, I double down on this one
Apr 6 2020
Ah okay, too deep down. Perhaps Entity or EntitiAi works out. If none of the general base classes work for you, you can have a look at what kind of objects you use it for. If they are all items, you could use ItemBase
You can add that yourself like this:
modded class Object { Param2< vector, vector > GetPosYPR() { return new Param2( GetPosition(), GetYawPitchRoll() ); }
Mar 16 2020
That should not be the case and also that would not cause a compile-time error. I rather suspect a syntax issue in one of the mods. Identify which mod causes it then I can have a look on how to fix it there.
Mar 15 2020
In your own mod. Does this error appear when you load your mod without an other mods active?
Mar 14 2020
This is most likely an issue within the mod? Not sure why you are reporting it here.
Mar 1 2020
You most likely need to go through the scripted process of attaching the magazine either way. Have a look at how it is currently done in the reload/switch magazine scripts.
Feb 24 2020
Not something that needs to be addressed. User error - by having set different times for client and server due to different loaded mods.
You can. Have a look at VicinityItemManager, that static class is responsible for all of the finding and maintaining of what will even be considered for the vicinity GUI
Feb 19 2020
Param param = new Param2<float, string>(3.14, "Pi");
What is stopping you from doing so right now?
Feb 17 2020
I double down on this being useful.
Feb 13 2020
Oct 6 2019
This has been addressed internally and will be part of the next stable patch. I will document how to add inventories to Buildings as soon as the fix is confirmed working.
Sep 15 2019
Sep 4 2019
please do not subscribe other people to tickets by force. You sent notifications to all people that are on the feedback tracker and in any of the DayZ X groups.
Aug 26 2019
Part of the underlying issue here is that the JSON-Serializer treats booleans as ints. If you write something using JSON a bool value will be 0/1 instead of false/true.
Aug 16 2019
You can assign a single vertex a selection name and animate it for all axis. Instead of setting the position via script, you would translate the target position to a local animation value for the axis. You would need to name all the vertices you want to move anyway in order to know which is which in script. So the step from doing that to just giving it animations is quite small.
Can't you just use model.cfg animations for this?
Aug 15 2019
Jul 18 2019
Jun 29 2019
Interesting yeah. <br /> with space aka strict xhtml notation works. However, it would still be interesting to know which tags are officially supported instead of guessing and trial and error :)
Jun 28 2019
Jun 26 2019
Jun 22 2019
The correct implementation ready for copy paste
Jun 16 2019
Without an option to disable it, it's rather annoying indeed.
Jun 10 2019
Optional mods such as sound changes or texture changes should be possible though by just adding the key to the server key folder. A player could then connect and be allowed onto the server because the key is recognized. Even if not, if the server also loads the mod it would not hurt anything either, because the server does not care about textures, or sounds or anything like that. Clientside optional mods with custom logic are not a thing really anyway since most gameplay elements require the server for providing data anyway.